Still reading through, enjoyed the backmatter a lot (I always read it first). I'm surprised there's nothing for the Atzlanti Engine to do this time around , but I like what I'm seeing with scheme as presented here.
I appreciate the focus on getting the players to engage with the city instead of a quick run down of 3 npcs and then off to the mega dungeon.
I think I want to wait a little after book 2 comes out to start this just so I can see what I need to build up or establish for further down the road- I like foreshadowing.
Thanks for bearing with us through the delay, folks! Hopefully you'll find it was well worth the wait!
You guys should advertise it more! Have it in the find your path post or something! I only learned this came out because I was wondering if there was a new ETA and came to check! This is exciting
Given how bad the original three-volume AP was, is anyone actually excited to re-purchase this in a single volume, while hoping that Paizo actually fixed it sufficiently that it no longer sucks?
I'm on book 3 running this and I really don't get the hate. It's not the strongest AP of all time but it's also not as bad as I hear people say. My players are having fun, they are invested in dealing with the fallout of the missing moment, they all have a shared distrust of whales and bald men... Not sure what the major complaints are.
GCN had a less than stellar playthrough made with random characters and a GM skimming the book. In that fan circle it's now considered the worst AP ever.
FWIW I'm in the GCN fan circle (long time subscriber) and I don't think the AP is the issue so I'm looking forward to this hardcover release. There is an issue with how GCN implemented it and particularly (for me) GM refusal to use Hero Points as PF 2E clearly intends which has affected game balance.
Agreed on your points.
I had a much harder time with a lot of other second edition AP's. But I also contend that an adventure path is less about "exactly out of the box" and more of "here's a base for you to play around with".
There's some stuff that feels a bit unfun as read, but it wasn't anything my tables hated by the time we got there.
Given how bad the original three-volume AP was, is anyone actually excited to re-purchase this in a single volume, while hoping that Paizo actually fixed it sufficiently that it no longer sucks?
I'm on book 3 running this and I really don't get the hate. It's not the strongest AP of all time but it's also not as bad as I hear people say. My players are having fun, they are invested in dealing with the fallout of the missing moment, they all have a shared distrust of whales and bald men... Not sure what the major complaints are.
GCN had a less than stellar playthrough made with random characters and a GM skimming the book. In that fan circle it's now considered the worst AP ever.
I'm really wondering if there's going to be a replacement for barghests, since I'm assuming they're out. I personally think the concept should be totally safe--fairy tales abound with tales of sinister wolves with a penchant for disguise and a fondness for swallowing their prey whole. They just need a rebrand.
I have two books to go through- as far as my worldbuilding and writing material goes. My table meets weekly for pf2e. We will probably go with "where foundry updates take us" with a backup saved in case something feels unworkable for the time being. My entire table isn't going to digest the new stuff for quite some time except on an ad hoc basis,but I don't think anyone had any sort of MUST KEEP OLD WITCH or I LOVE ABJURATION MAGIC stuff off the top of my head.
I haven't had any TPKS result in an ended campaign. I have had bored/dissatisfied players threaten to end them. A TPK for us is usually a table wide fail based on bad tactics, lack of awareness and terrible dice rolls, not one player whiffed a spell. YMMV but if it came down to one save or TPK spell in my games, more than one thing *&^%$$ up.I also don't know how I'd feel as a player if everybody decided that the encounters success hinged only on me/someone else getting one spell (and only one spell)to work while everybody else is unimportant/removed/downed/ineffectual. Is this really a situation that creeps up often for people?
The biggest thing I've seen wizard players groan about is a lack of one action options compared to some of the other classes, and most of the time, they're using moves or readying an object.
Im using a 3pp for the Blood Kineticist adapted to 2e and I love it for NPCS. I'd much prefer a revision/update of the Horror Material from Paizo directly than say, SPCM.
The main problem is the difference in getting hero points versus resolve points. Resolve points are a pool of increasing amount and double as your out of combat healing resource, and so you get a lot of them and they come back everyday. Hero points are you get 1 every session and you might get more if your GM gives them to you and even then you only can have 3 max. You can't really make a subsystem around different hero points usages because the amount is a lot smaller.
The more my players use Hero Points, the more I award them. We have had long sessions that resulted in a flurry of HP activity because they tend to go big and when they use them they get them replaced. I've let them use HP's to do many of the same things resolve points do. It's been my experience that Hero Points arent used like Resolve Points mostly because they're sat on for 'get out of death' scenarios because re rolling a 3 to get a 4 is uninspiring during big supposedly heroic fortune roll moments.
None of the wizard Pc's I play with seem rabidly attacking my carefully designed encounters as if they represented some sort of personal affront. I guess I've been protected by amazing math.
Preview looks neat, but I still won't know until I see the big picture. I'd hope removing/altering a Magi's silver bullet means something else replaces it. I'm eager to at least know if my table wants the changes or not, and it's hard during the hype circuit to dodge all the kneejerk stuff.
"Hey we got to get rid of a god due to OGL- Lets focus on event around him/her/them" feels kind of overdoing it from the company that handwaved away Drow and other offenders.
The number of people online who don't even allow Gunslingers in the pf2e game who have used this blog to 'prove' the intent to make both games the same in an endless crossover style fusion has been a lot. Thank you for clarifying.
I'd like a mass download, but I'd also be happy with improved nesting/categorizing. Adventure paths alone are divided multiple ways appearing before, during and after various product lines and each other.Just tossing them into a single category (preferably by game line/edition) would be less confusing when looking for something.
I suspect that in my campaign there will be some sort of Black Swan event which will table the Drow and hint at something _different_ to worry about. I'm leaning hard into a 'forget everything you think you know about down below'
Born on the slopes of An Càrn Gorm, Drest MacAlpin, was the fifth son of a Alpin MacCinoid, a shepherd of Moray (Macbeth "dukedom"). As Moray used to be located in one of the last Pict kingdoms, the pictish tradition was strong in the remote villages, despite the general conversion to christianism. As illness and poverty killed most of his older brothers, Drest had to take care of the sheep alone at the age of 7. The shepherd life agreed to him as he had a way with the animals and was always safe outdoors. As he grew, Drest realized he could calm animals with a touch and perform a variety of strange tricks. His reputation was such that one day, a woman, strangely tattooed and carrying an eagle on her shoulder cam to see him. she told him of the long tradition of the picts druids, of their communion to nature and of the power that could be unlocked to protect their people. Guided by Boalia, Drest left his familly and began his apprenticeship. Contrary to her, his powers were not only on the animals but also on the winds and rains.
When Macbeth was eventually killed by Malcolm, son of Duncan, Drest has just completed his studies and had just settled back in his village, to help his kin. However, with the death of MacBeth, the people of Moray were afraid they were going to be the target of Malcolm ire. Drest was thus charged by his people and his fellow druids to carry a message to the new king, reminding him of his duty to all his people and that they had not contributed to his father death.
Creatures Summoned:
Nature's ally I
Guard Dog (Summoned Riding Dog from the bestiary)
AC 13, hp 17, Fort +7, Ref +5, Will +1
Speed 40 ft.
Melee bite +5 (1d6+5) plus trip (CMB +5)
Skills Acrobatics +6 (+14 jumping), Perception +8, Survival +1 (+5 scent tracking);
Eagle (Summoned Eagle from Bestiary)
AC 14, hp 7, Fort +5, Ref +4, Will +2
Speed 10ft., fly 80 ft. (average)
Melee 2 talons +3 (1d4+2), bite +3 (1d4+2)