Actually now that my group is starting book 2, I have a question; ....what happened to the Therassic Library in Jorgenfist? Why send the PCs to do research on how to find the Emerald Chambers in Korvosa and Riddleport and Magnimar (meeting with the Sihedron Council makes sense at least) but not Jorgenfist, where a massive library on Thassilon lore is located? It was saved from the temporal distortions, so it should be, like, fine, no? ...I do like the 'talking with Zutha's spirit' thing though, and I'm condensing Shadows at Sundown into the first part of this book because one of my players has played CotCT and is playing a child of their CotCT PC (and another PC is also from Korvosa), but I'm just curious what the reasoning was for splitting the research across 3 locations like that and not just putting it all in Jorgenfist, or a mention of what happens if the players think to try and contact Belimarius.
Alright, I think I *am* going to make Yamasoth as a non-mythic level 21 creature. Regardless of if anything gets canonized in the future, any discrepancy can be written off as "forcibly opening the shutting Doomsday Door left Yamasoth weakened" I'm expanding a bit on the others too. I'm going to have the Fulsome Queen show up beneath Korvosa since my party enjoyed sort-of befriending her in Wrath, so she's not intended to be a fight just a "the Door opened into her domain." I've got a couple of other ideas that I'll flesh out more later. Spent all my creative energy condensing Shadows at Sundown into a way to expand on the initial research (Lorthact stole the Kardosian Fragments to aid Aliriel with the Ileosa project) so I'm a bit spent on making up those encounters that are a couple months away. BUT! What my players haven't done is Shades of Blood, so Longrasi is kind of...wasted on them. What I'm wondering is what happened to Xoxl? I was thinking about replacing Longrasi with him, or just having them both show up in charge of Belimarius' forces. I'm surprised there's no mention of him. I'm probably going to do it *anyway*, but is there any reason that I shouldn't?
No reason we can't make it a communal effort. The "fixes" here aren't as substantial as stuff needed back in Wrath of the Righteous, but I remember a pretty active thread there that was all about homebrewed solutions to balance problems. We can collectively do something similar with the Risen and the Doomsday Doors in book 2.
Alright, we'll see how it goes. It'll be at least 2 weeks, probably 3 or 4, before my party gets there, but I applied Weak to all 4 Stone Bulwarks and I followed the creature building guidelines to scale up Risen Thyblidos and Angothane to level 14 statblocks (which was almost entirely +3s and +4s and +60 HP), and adding 7th rank spells. But I'm also going to start giving each Risen that's above level 11 a unique ability. Angothane's Demonic Fury, calling from his service as Nocticula's (unwitting) assassin and his fate as a balor, he gets a 1 action spellshape that costs 1 mythic point to use, and can only be used on a spell of 5th rank or lower. The affected spell foregoes rolling damage and automatically deals its maximum value. (He had Maximize back in 1e and it's fitting!) Thybidos' Serpentine Spell, evoking the power of serpents, Thybidos' ability is also a spellshape that costs 1 mythic point to use. There's no rank limitation on his, and when cast with a Line spell, he can rotate the line up to 90 degrees at one point along its path. Both also raise the spell's attack roll/DC by 4 since they're at "mythic proficiency" The encounter is 150xp worth now, but my players are Dual Class so it's fine. Probably. I did upgrade the +2 mace reward to a +3 though. Since we're using automatic rune progression, runes don't actually have a monetary value. We shall see how it goes.
Cendio wrote:
I think it can work as a cause to travel, but IMO it fits best happening once the party is there, just because of the region's connection to Leng/the Dimension of Dreams. Just sorta feels like the kind of thing that happens more easily *because* the party is there. So for anyone who's made it to the end of the book, did you run the final encounter as written? I feel like the "final boss" of the book being a hazard that takes the form of Xanderghul to be kinda cool...but also the fact that the party fights 5 Risen Runelords through book 1 that are all level 11 feels kinda...ehhhh. Has anyone adjusted the encounter to maybe slap Weak onto the stone bulwarks and adjust Angothane and Thybidos to be the level 14 Risen Runelords that otherwise never show up in the adventure but can be made with the ritual? It raises the XP of the encounter a bit, but it reveals that the Risen aren't all identical in power and would make the final 2 Risen a bit more threatening...but it comes at the cost of them overshadowing Xanderghul's shade in the hazard (which is already a -1 creature).
Mkay, so even if one of them (Karzoug for example) were to remember every detail of their life and death and even his battle with the Sihedron Heroes, it's ultimately just a fake. A very, very realistic fake, but ultimately a soulless construct rather than the original. ....wonder how the Risen feel about that. Especially since, at least as written, there's room for the GM to have them grow beyond what the ritual creates them as.
So, lore question; The Risen Runelord ritual can only be performed on a runelord that isn't currently alive or undead, but it's also "just" a hyper-real illusion supplemented by dreamstuff. ...so is the runelord's actual soul used, and the illusion and dreamstuff are just used to "fill in the gaps" since it's not a proper resurrection? Or are the risen runelords purely simulacra, with only the template of the original's personality and memories, but no souls of their own, and there's just something about their soul still being around that prevents the ritual from working?
Yeah, this is just the best way I know to provide said feedback. Honestly I do really like this AP. I have my gripes with things here and there (not getting to spend any time in Xin-Eurythnia and Sorshen getting shoved in the fridge immediately made me really frustrated, though I get why you can't just have a level 23 ally around all the time to solve all the problems, I still wish they'd gotten to be at least a little present) but ultimately this is probably my favorite 2e AP thus far. The subsystems are a little overused (but in fairness, this AP also contains what is *easily* the best Chase I've ever seen in book 1's dream introduction), and I do wish the Risen Runelords were all a little more...unique, but I'm going to fix that by just given them all a custom spellshape or something. After that my biggest complaint is just "my group hasn't played through all the other APs, so instead of getting to see their old PCs again, I've set it up so that the Sihedron Heroes just never reappeared after setting off to battle Alaznist and no one can remember their names or faces (which gives Sorshen more justification in her paranoia)" and that's not an issue with the book, just the number of hours in a day lol
James Jacobs wrote:
Fair enough on point #1, and #2 is just always a concern. Honestly probably my main reason that I wish there was more of a focus on digital content than printed because then the ever present page count would stop standing in the way of things. But I can't really say I understand the logic behind #3. Like, I get what you're going for, but...it's just objectively not true? Mechanically, at the level we're talking, mythic PCs are only a +2 better than a non-mythic PC of the same level. Maybe a +4 if they're only master and not legendary at the relevant skill. They're just flat out *not* better than a non-mythic level 20 PC. So it's not like there's any sort of "You must be this mythic to succeed" here. I'll be honest, while I *do* like mythic, my biggest issues can be summed up in the fact that there's not a simple passive increase over non-mythic PCs (back in 1e Mythic was supposed to be roughly 1/2 a level in power, I figured every 2 tiers giving a +1 mythic bonus to proficiency would've perfectly covered this and let things still scale to level 30 max before the mythic 2e rules were actually made. If these were level 17/tier 8 characters, with effectively a +4 to everything they did compare to a non-mythic 17, and things were balanced around an effective level of 21? Yeah that'd make a lot more sense!) and the lack of interaction with mythic features if you don't primarily rely on a Strike or Cast a Spell (looking at you Kineticist). Still feels like an overcorrection from how broken 1e got to me. Still fun, just a little underwhelming. But that might just be the neurodivergence and taking things too literally talking. I get the feeling you were going for more of a "narrative" power with mythic PCs, which *is* cool (and in that vein, when my PCs became mythic the one with the Thief's Calling wanted to do a casino heist. I had them literally steal the casino. Their mythic theft turned it into a magic item that's basically a much larger version of a Portable Gaming Hall) it's just...not something that's easy to convey in a system that's otherwise got such very strong mechanics, and in the case of the Doomsday Doors, which is a suitably epic task, it just...kinda comes across as "Urgh, *another* chase?" instead of the dramatic sequence that, say, the Ashen Man and Xanderghul get in book 3.
So, overall, I think this book is an improvement over book 1. Especially if you're running for a group that's done the previous APs and you can call back on previous PCs, but....I kinda just hate the idea of the Doomsday Doors being closed in 10 minutes in a Chase that has you jump around to a bunch of familiar places with familiar faces, roll once, then onto the next! Has anyone figured out a sane way to expand on this? I don't think I have the energy to create 6 dungeons (well, 5, Shattered Star provides maps for one of 'em), but maybe at least turning each door into an *encounter* at the very least? Like, the PCs are going to be level 17. A +4 encounter is doable at that point. Creatures above CR 25 got retconned from 1e to 2e, so nerfing Yamasoth from 24 to level 21 and making him a boss fight at Windsong Abbey feels a lot better than 2 successes on a skill check (or 1 crit), right?
Hey this may be a bit of a dumb question, but....why does no one know where Xin-Cyrusian is? Sorshen has been up and active for almost a decade at this point. It's not like the city teleported away, it just was buried after Earthfall. Surely after the *cataclysmic damage and seismic activity* and the mere existence of the darklands, Sorshen, at least, would've thought to send someone to check? Xin-Eurythnia is just under Korvosa, where it used to be, there's no way she wouldn't have considered a similar fate for Xanderghul's old capital.
Herald of the Redeemer Queen wrote:
I have to admit I'm really curious how the "battle" with the Ashen Man plays out for everyone running this. Being able to debate him is actually really cool and I like the idea, but at the same time will it be unsatisfying to not actually fight him if the party is particularly successful? Anyway, does anyone else feel like the Timeflaying Blade is the strongest item Paizo has ever produced? This isn't a complaint, it's cool and I love it, but it is *strong*. And does anyone else want to try and figure out some way to expand on Jandelay? Wrath of the Righteous is the AP that my players (and myself) have the most attachment to, so Areelu's cameo is really cool, but it makes me kind of want to try and figure out some way that I can tie it into her actually returning as a threat as opposed to just being a respawning memory...
Unicore wrote:
Nope. First; the Mythic Casting ability that lets you cast a spell at mythic proficiency is a 1 action spellshape, so no 3 action HTS. Second; It is not an addition to rewrite fate, you don't get a reroll, you make the initial roll at mythic proficiency. If you want a reroll, well, have some sort of fortune effect. But it's not going to be rewrite fate or a hero point, because the former doesn't do attack rolls and you don't get the latter anymore. And it's not going to be sure strike, because as I said, it's a 1 action spellshape to do this, so have fun with the 1 action you have left if you cast that. Spell Attacks are going to be important, sure, but casters still got shafted *hard* with how this is all written right now. Oh, also, it's a level 10 feat, so there won't be any of this at "low levels"
Calliope5431 wrote:
This is why I'm worried. They've kept most things level equal to their old CR intentionally, and there have been a couple of explicit examples of things in that range that were stated to be the appropriate level and just weren't given statblocks because they're too much (the Lantern King being 29 is another example). So if that's the route they're going, they're retconning things, but I don't think that makes sense and I doubt it's what they're doing. But from what we have seen, mythic isn't going to let us fight those creatures either, which is a failure. I'm just hoping I'm wrong, and glad I've got Sparking Zero and Metaphor to keep me distracted until I can read the rules myself with context.
Honestly I'm kind of worried. I loved 1e mythic even though it was a broken mess that laughed at the idea of balance, but I always thought 2e had the perfect way to implement mythic as 1e advertised. A tier being roughly equal to half a level would be incredibly easy to implement in 2e without breaking the fundamental math. This makes me worried that it's going to make nobody happy. The people who don't want mythic to break things are going to be upset at (at low levels) a huge power boost, even if it's on a limited resource, and the people like me who want mythic to be a strong power boost aren't going to get that, because sure, going from a +14 to a +20 or so is going to be great for letting a level 10 get a hit in on something that's level 16 or so...but it's not going to do anything for the level 20s who are trying to take down demigods to go from a +28 to a +30 against something that's level 28, even if it was a passive, always on resource. As a limited pool it doesn't mean you can *beat* demigods, just that you can maybe get a lucky hit in sometimes. I'm still looking forward to it, I'm just...worried.
Patrickthekid wrote: I'm just hoping there's a GM that wants to run a PF2 AP campaign. I have my preferences, but it's rough finding a PbP for it right now. Right now? I'm a recent convert to 2e and I'm struggling to figure out where people even do recruitment for it. Everywhere I look, even on these forums, is still mostly 1e and 5e. Then you add on that I don't want to do a voiced game and I'd rather play via Foundry than PbP on a forum and uuurgh.
James Jacobs wrote:
Sorry about that! Anyway, so that means Aroden spent pretty much the entire time from the raising of the Starstone until roughly a little after 4433 AR as just a demigod, and he wasn't even a full powered deity for even 2 centuries before he fell? For as wide reaching as his influence was, I always assumed he spent most of the millenia as a god with Iomedae being pretty new at the job, but I guess at this point she's been a god nearly as long as her old boss was then?
Oh wow, thanks for updating it. For some reason I still have access to the old one but maybe it's because I've routinely continued to access it before the policy change so I skirted around it. My group is a bit higher power than yours so I still have to upscale things past what you did, but your modifications give me a much better baseline to work with, as well as just a springboard of ideas to use, so I really have to thank you for all the effort.
It has been many moons since I've posted a question here, but as I'm a year into running a Wrath of the Righteous game (I may be in the minority but I love mythic), there's a series of questions that've been nagging at the back of my mind all centered around the events of the past that I just can't figure out. Nearly 300 years before WotR starts, Deskari tried send forces into Sarkoris, led by the Echo of Deskari (which keeps being referred to as his avatar even though from everything I've read it's really just a distinct individual demon with a vague resemblance and complete loyalty). Then while this was happening, a literal god, Aroden, manifested and personally fought off the invasion and drove the Echo into the Lake of Mists and Veils, and this is the part that keeps throwing me. A god appeared, in the flesh, on Golarion, to personally fight a battle against demons and cultists and a creature that scratches the bottom rungs of nascent demon lord power...and not only was this apparently cosmically OK given that there didn't seem to be any consequences for it (unless him dying 170 years later is somehow connected), it also resulted in the Echo of Deskari...being routed and not instantly obliterated by an impossibly more powerful opponent. I guess to put these into an easier question format;
....bonus 6 I guess) Thinking about it, we also know that it's possible for demigods to kill gods, it's happened before. Gods are, obviously, not statted (a design decision I agree with after 3.5), but the fact that it has happened means they're clearly within striking distance of a dedicated and strong enough demigod, and demigods are within striking distance of a dedicated and strong enough set of mortals, so setting aside the idea of "anything is OK if the GM allows it" do you think it's possible for a group of mythic adventurers to go toe to toe with a god, since history says adventurers can beat demigods and demigods can beat gods?
In no particular order; Insinuator Antipaladin - Alignment restrictions are annoying, insinuator is an interesting take on the antipaladin and could be easily applied to work across any alignment. Kensai Magus - No armor, sword using martial with magical support, enough said. Pact Wizard (HHH) - It's making a deal for power and gives some spontaneous options to the prepared caster. Titan Mauler Barbarian - Hit things with really way too big sticks. Chronomancer Wizard - Time magic is cool.
James Jacobs wrote:
Ah, that's unfortunate, I've been looking forward to that adventure for 5 years now. Still, I'd love to see it happen in general, even if it's behind the scenes!
As someone who enjoys playing tieflings, I would be pissed if my GM ever forced an unwanted race change on me for any reason without even talking to me first. If you have problems with tieflings then you sort it out. They're a known race, they're not even rare among the Crusaders and are especially common in the Worldwound. This feels more like you're overplaying a universal racism that doesn't exist than anything else. And this is ESPECIALLY true in Wrath of the Righteous. If you talk to the players and they're fine with it, sure, have Ragathiel "purify" them, despite him being half devil and that being totally against his nature as he's more likely to inspire them to use their innate powers for good, but if my GMs forces that on me without warning I'd drop the game. I don't enjoy playing humans.
QuidEst wrote:
Oh, hey Quid. But g$$@!#nit *WHY*!? The Book of the Damned GIVES YOU THOSE BONUSES ANYWAY! What's the point! The True Name would never ever be worthwhile to have unless you're too weak to actually perform the ritual! At that point it's just a bad plot point the GM should be dealing with off screen, not an option for players!
So there really is quite little about him. Interesting. Well, it'll give more weight to the argument I'll make IC then! (Essentially the PC in question is rather...violent and thinks people can't be redeemed without being made to suffer for it. I'm going to put forward the argument that Neshen's teachings aren't to inflict pain upon others, but more literally Christ-like and about enduring pain for the sake of others. You don't lash the evil out of the necromancer, you lash yourself to repent not only for your own failings, but to beg forgiveness for the necromancer!)
It's been nearly 8 months since the last obituary here, let's add some fresh..ashes to the pile. Name: Nalin (Again)
Nalin's player has been complaining about Pathfinder as a system for some time now, and this finally came to a head as we were gearing up to confront Xanthir Vang with him leaving the game. Most of the players and the GM felt it was more important to the story to keep Nalin around rather than just have him mysteriously vanish, however, so he was botted for just a little bit longer before getting blasted by a Maximized Augmented Mythic Magic Missile and Quickened Disintegrate. He was the only death that fight, unfortunately, as the modified Xanthir managed to reform himself in a secondary swarm that survived the initial fireballs and teleport away.
For context, my PC is a heretical worshiper of Nocticula with Touched by Divinity. We're about to start chapter 4 after 2 years of playing, and I can't help but make plans for the future. It'd be kinda fun as an epilogue to be able to claim dominion of the isle of Baphmeri or whatever (anyone have a better name for it?) and try to tame it.
A friend of mine claims that he read somewhere once that Neshen was basically Ragathiel's panic button. That Ragathiel told Neshen that, should he fall into evil, Neshen was to immediately put him down. Now, given all we know about Ragathiel, I believe him, but I'm curious about where this information comes from and he can't for the life of him remember. I've scoured all the campaign settings and player companions but there's basically nothing on Neshen other than he exists and his domains. He thinks it might have been from a PFS module but he's not even sure which season so I wouldn't know where to begin. So, is he crazy, or can someone link me to information on Neshen?
Crystal Frasier wrote:
That's actually pretty disappointing if you mean to say that you've removed the sexual dimorphism. As Illorin Lorati said above, it was one race among hundreds, having the option opens possibilities, and having those options is a good thing, especially given that they are an alien, non-human species that has no bearing on real life. The fact that some people find that idea offensive is, frankly, their problem.
Yeah, that's pretty much entirely your GM's doing. Baphomet has, like, nil sexual content related to him. All the sex stuff is tied up with Nocticula and the Midnight Isles and even that's coy, just mentioning being able to "spend the night" or "find other ways to entertain". If it was Nocticula's brother whose name I won't attempt to spell, then maybe, but he's not relevant to the AP. Paizo writes for PG-13, not R or X. That's not any different in Wrath of the Righteous.
James Jacobs wrote:
One day we'll get that adventure! (Maybe harken back to Wrath and make it a Mythic adventure...just...with a little more understanding of how powerful mythic is and how much NPCs need to be empowered to stay relevant in the face of Mythic PCs)
Name: Millia
Spoiler:
The party had rushed from Drezen to Arueshalae's Redoubt, defeating Scorizscar on the road, and then immediately heading to the Wintersun Clanhold where we defeated Marhevok in single combat. While we were preparing to move the remaining clan to Drezen, Jerribeth, who we'd encountered once back in Kenebres, arrived with a mythic vrock and 2 other vrocks as backup. Millia, who decided to build for AC and be a 'tank' mouthed off while standing among civilians, taunting Jerribeth. A quickened unholy blight weakened her slightly and killed some civilians, and a Destruction obliterated her entirely. Name: Nalin
Spoiler:
After Millia was Destroyed, the archmage was Dominated and Mythic Fireballed two of the party members with Jerribeth thanks to a badly worded order, killing her and weakening them. Or at least, she would have, if Nalin didn't opt to take additional damage and then choose not to mitigate it. Instead, Nalin died as well, in an effort to consume party resources and prevent the revival of Millia. They both got better. |