My latest Pathfinder Adventure Past subscription was shipped on November 5th according to the email I received, with a transit time of 7 to 11 business day. It's now been about 15 business days and I still haven't received anything. Should I be concerned? Or are things just slow right now?
Thank you!
Alexandre
Hi,
There has been some shipping delays due to the global issues as well as the holidays. We suggest giving it until the end of the week to see if the order shows up. If it hasn't by then, please let us know and we can look into setting up a replacement to be shipped out to you :)
Hi!
The package indeed came in today. It even add an extra Pathfinder Adventure card game card in it. I'm not sure if that was intended, but thank you!
My latest Pathfinder Adventure Past subscription was shipped on November 5th according to the email I received, with a transit time of 7 to 11 business day. It's now been about 15 business days and I still haven't received anything. Should I be concerned? Or are things just slow right now?
Hi. So I decided, after years, to finally resuscribe to Adventure Path subscription earlier this week, starting with "First of the Ruby Phoenix" volume 1.
A day later, I noticed Distant Shores was half off, so I ordered it, and it offered to put it in my sidecart so it would be shipped alongside my next subcription shipment. That sounded great (saving on international shipping cost), so I said yes. But then I got the email that the next subscription shipment was delayed and wouldn't be before late May, so I just wanted to know what will happen to Distant Shores if the promo expires before its shipped in late May. Will I still get the current 50% off price, or will I be charged the full non-promotional price? If the latter, is there a way to get it out of the sidecartso I can get it while it is still on sale?
Note that if I'm guaranteed to get the promotional price, then I'm more than happy to wait for the next subscription shipment to get Distant Shore. I just don'T want to wait AND lose the promotion as well.
Thanks for the answer, but let me clarify one thing here : My players and me are NOT fighting. Most of the responses here seems to see a fight between players and GM. It's not the case. Everyone is like "your players are stupid, they should follow the Path, why do they play this!!!" They play this because they wanted to play an Adventure Path with a lot of roleplaying, and they wanted me to DM them, but I was very busy (and rusty) so I asked them to use a published adventure. But the players have been frustrated by the Path when they had a 4-5 sessions long dungeon (Really, who the hell designed Brinewall Castle. It's way too long) when they wanted to roleplay. Last game, after the assault on Asvig house (in which the players devised a clever plan that made us skip most of the combat, they asked me to drop the books encounters, follow the story arc but design the encounters myself because I would be better without a badly designed crutch (their words, not me).
Again,my players don't want to take a boat just to be pain in the ass - but because it seems more logical for them to pass through sea then through a frozen inhospitable wasteland. I can't really fault them - they are thinking logically with the money they have. ANd the fact that the price of the viking boat is officially triple what is written in the AP did put me in a very uncomfortable position.
Well, now my player have suggested an alternative route - going north,around the north pole, and emerging on the eastern side of Tian Xia. Now, that I can more easily say is a bad idea (imprevisible Glacier, Iceberg) but two of my players still refuse to see the danger. (This discussion took place out of game, so nothing is set in stone here).
<i>Finally, the PCs should know the "five storms" ONI are just that- storms. They're going to be much better off facing the "five storms" mystical powers over a 1-2 month land journey in the north than a 3-6 month ocean voyage. Remember that's how Ameiko's family almost got wiped out 45 years ago.</i>
Now, THAT is interesting. Maybe I can use Suishen to give them that info? Or maybe another vision from the seal. Or from Kora. I had a vison-based Oracle I could have used, but she will be leaving next week (no time anymore).
This is winter season. Sailing anywhere is a suicide.
Make it clear to them that someone is looking for them - maybe a friend of Sandru lets them know that there is a bounty on information related to them. Remember, the ninjas do not know about this caravan except that it teems wit aggressive adventurers. So, a few burglaries, beatings or even an attempted kidnapping by independent professionals should give them a reason to look deeper into the matters.
Regards,
Ruemere
It's winter season? I did not know that. Somehow, I missed any indication of when it is taking place exactly.
The players know all about the people looking for them. That's not a problem - I expect them to clear the second adventure with no problem. It's the third one I'm worried about. And of course the PCs are not looking for a guide, but that is okay, because the villains will still have anticipated that move, and Ushalka will come to seek the PCs help anyway, so they'll find Ulf one way or the other. I just wanna make sure they will want to use him as a guide afterwards...
Read the third part, and it will become more clear. Those oceans are not safe right now.
Also there is a section in part 1 that talks about why not to take a boat.
Although I guess if you/they are really adamant about it, you could rejig part 3 to work on the ocean.
That section in part 1 was about the journey to Brinewall - it doesn't really cover the "Why the inhospitable frozen wasteland is a better option than the ocean" part.
They can't just sail west or they really will pull a Columbus, they'll sail right into Arcadia. After sailing through the shattered and inhospitable remains of Azlant. Remember, the world map we have right now is not even remotely to scale, the oceans are much larger than they appear.
I don't have the map with me right now, but I think that, if they leave from the Varisian Coastline, they'll sail right above Arcadia. I might be wrong. What is Aztlan again? I'm not as familiar with the setting as I could be.
Even the map in the Inner Seas Guide is not to scale?
I wish the modules would include a sidebar about why the Crown of the World is the best passage, despite the fact that it's an inhospitable frozen wasteland. Just so I could know what to reply to my players.
Ok, so I am a veteran DM of 3.5 but a bit rusty, and a somewhat new Dm of Pathfinder, which is why I started with an Adventure Path. I'm now at the point where my NPCs have entered Karlsgard. Until then everything went well, except the Brinewall dungeon was WAY too long. I had to nix some encounters and fusion others because my players were getting fed up.
But then I've hit a snag - the Aril's Hammer. So, the book says "Your players are not going to be dumb enough to sail a stolen boat into Karlsgard." The problem is - my players have no indication who those vikings are at that point of the adventure, no indication there is a whole organization of ninja wanting their death (all they know is that there are big demons far away), and no way to know this boat belongs to anybody else than viking raiders.
So, of course they took the boat. But they did not sail it mind you: they used a few days and their Profession: Carpenter to jury-rig a set of wheels to carry the boat. Not one to deny my players to use their skills in a clever way, said okay. But then they got even more clever, and removed the name of the boat - it is only a matter of changing a plank after all. So okay, the Rimerunners will probably know it is their boat, but they have no proof. Anyway, I give them the NP and all that.
Then, they try to sell the boat.So starts the haggling for the price part - but surprise, the price for a keelboat in the PFSRD is much higher than the price in the AP. So we lost half-an-hour looking for the correct price in the books, and then I twisted the situation to remove the boat from their hand - I had the guild buy it back in exchange of the PCs becoming partners in the guild (which means that the FS now have tabs on the PC). But that is a huge derivation from the AP.
Problem is, now they got this idea that they can probably look for a boat instead to go to Tian-Xia, and they started looking at the maps in the Inner Sea Guide, and where like: Hmm, why would we bother going through the fricking inhospitable North Pole (must I say I'm playing this game in Northern Quebec - my players knows what cold is) when we can just do what Christopher Columbus only dreamed of - sailing west over Arcadia and landing on the other side of the world! And the worst part is, from a geographical point of view, they are right.
So, my question is:Why should my players go over the Crown of the World instead of just doing a Chris Columbus? As for the "because Sandru will not want to leave his caravan behind", my players characters hates Sandru (mostly because they are jealous of him) and will have no trouble coercing him. So, is there something I could had that would make the Journey to the Crown of the World necessary, or must I railroad them?
Also, I took all that time posting my story to exemplifies a point: this Adventure Path is fun, but the boat is nothing but trouble.
Race
| SP 18/18 HP 22/22 | RP 4/4 | EAC 18; KAC 18; Cold Resist 5 | Fort +1; Ref +4; Will +6 | Init: +4 | Perc: +12, SM: +11
Classes/Levels
| Speed 30ft | Active conditions: Deaf, ---
Gender
820-714 | Female Vlaka Star Shaman Mystic 3
About Valodet
Ever since childhood, Valodet has wanted to be a pilot and travel the stars. The story of Triune’s signal, the emancipation of constructs and the gift of the Drift fascinated Valodet, who would sign the story over and over with her family. Ever since Triune went missing, she has felt lost, and leaves marks everywhere that ask, “Triune, where are you?”
★ --- ★ --- ★ --- ★
SFS # 820-714
Slotted Faction Advocates
Wealth, Reputation and Experience See ITS
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Valodet
Drift Esper Mystic 3
N Medium humanoid (vlaka)
Init +3; Senses Perc +12, SM +11
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Defense
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EAC 18, KAC18
SP 18 HP 22 RP 4
Fort +1, Ref +4, Will +6
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Offense
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Speed 30 ft.
Melee See botting spoiler.
Ranged See botting spoiler.
Space 5 ft.; Reach 5 ft.
Special Attacks Spell-Like Abilities
Languages (and Signed Variants) Common, Dwarven, Eoxian, Triaxan, Vlaka (Signed, Written, Tactile)
Other Abilities
Combat Gear Defrex Hide,
Other Gear
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Special Abilities
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Buoy As a standard action, a vlaka can spend 1 Resolve Point to restore 1 RP to an ally within 30 feet. A vlaka can’t use this ability again until she has taken a 10-minute rest to regain Stamina Points. This is a sense-dependent, mind-affecting ability.
Cold Resistance Vlakas have cold resistance 5 that stacks with one other source of cold resistance.
Cooperative Vlakas gain a +2 bonus to skill checks for the aid another action and to attack rolls to provide harrying fire. A creature using the aid another action to assist a vlaka gains a +2 bonus to the skill check.
Esper Theme Knowledge (1st Level)
You might have studied the traditions and techniques of the Swarm Patrol Corps, who once used their psychic abilities against the Swarm. Or you may be part of a new unit that is finding novel ways to leverage psychic gifts to achieve military victories. Whichever is true, you fight battles with your brain as much as your weaponry and use the psychic talents of your team to seize victory.
Always alert to dangers, you’ve created extensive files on past psychic threats. You know that psychic foes can come in countless varieties, from sapient beings to monsters. You’ve cataloged not only their most dangerous abilities, but also their weaknesses and the best methods to combat them. Reduce the DC by 5 for Culture, Life Science, or Mysticism checks to identify creatures or opponents with psychic or magical abilities, from the Swarm with their hive mind to necrovites with their mighty spellcasting. Mysticism is a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to Mysticism checks. In addition, you gain an ability adjustment of +1 to Charisma at character creation.
Perceptive Vlakas gain a +2 bonus to Perception and Sense Motive checks.
Starlight Form (Su) 3rd Level Connection
You can transform yourself into blazing starlight as a standard action. Your body sheds normal light in a 30-foot radius, and you gain the benefits of concealment (20% miss chance). At 7th level, a creature that ends its turn adjacent to your starlight form must succeed at a Fortitude save or be blinded for 1 round. You can maintain your starlight form for a number of minutes per day equal to your mystic level; this duration does not need to be continuous, but it must be used in 1-minute increments. You can forgo the ability's concealment and blinding aspects to instead simply shed light, though this still counts against the ability's duration for the day.
Versed Vlakas can speak, read and write their native language, Vlakan. They also know the signed and tactile versions of this language.
Vlaka Senses Vlakas can be born with one of three possible sets of senses. During character creation, determine a vlaka’s senses by choosing from those available. A vlaka born with functional sight or hearing who becomes permanently blind or deaf does not gain the abilities of a vlaka born with blindness or deafness.
Deaf: A deaf vlaka has blindsight (scent) with a range of 30 feet, low-light vision, and the deafened condition. However, this condition imposes no penalty to initiative rolls or opposed Perception checks that are not based on hearing. The vlaka is naturally without hearing, so the deafened condition can be removed only by effects that grant hearing to creatures with no natural ability to perceive sound.
Walk the Void (Su) 1st Level Connection
You are immune to the harmful environmental effects of outer space and vacuum. You also gain a fly speed of 20 feet while in space. In addition, whenever you can see the stars, you can determine your precise location. Finally, add Piloting to your list of class skills.