Damiel Morgethai

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Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber. 627 posts. 2 reviews. No lists. No wishlists.


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VerBeeker wrote:

Honestly, the most interesting part that I have gotten to read so far is actually in the continuing the campaign section.

** spoiler omitted **

We've had sequel hooks in APs before. They might be laying the groundwork, gauging interest. This might have been the Alkenstar AP, but there's plenty of room for a Mana Wastes AP.


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A civil war in Brevoy seems to small in scale for a full 1-20, so an 11-20 3 parter would be good. However, if we were treated to the return of Choral the Conqueror, THAT would justify a full 1-20. The lower level parts might dip into the civil war, and then Choral comes back as things start getting into the higher levels.


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keftiu wrote:
I do love how clearly this AP seems to be leaning on Dark Archive's themes.

Tying the APs to the big releases is a brilliant move. It gives the new material a workout while providing examples of how that material might play out when designing adventures.


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keftiu wrote:
I've said several times before how much I like the environmental perils (primarily desertification) in the Golden Road, and realized I forgot to shout it out here! I'd love to see those themes touched on in PFS or an AP.

We've had takes on classic D&D modules in the past. Desertification would be a way to do some of Dark Sun without any of the... more problematic aspects of the setting.


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Social commentary and a look at elven culture and a look at Rahadoum? I'm feeling a little spoiled, and I love it. Thank you so much, Linda! This is excellent work!


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I just want to give a special shout-out to:
the Clockwork Reanimator archetype, which is spectacular. Necromancy is no longer the sole domain of magic!


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keftiu wrote:

Yeah, I have an Elf Psychic in mind (technically from Kyonin, almost certainly actually from Sovyrian) who is /perfect/ for at least this first adventure. Deeply curious to see where the other books lead - more Castrovelian adventure, through the elf-gates to another world, maybe onto the planes?

I’ll consider this book a real victory if we get a cute piece of Lashunta art. I want them as an Ancestry terribly.

I'd not be surprised if we were to get some Lashunta rules. Monster stats would be almost a given. They have introduced Ancestries in APs before, so who knows what else we might get.


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keftiu wrote:
There was mention in the Secrets of Golarion stream about wanting to get around to Treerazer and Kyonin, the same way they finally got around to resolving Galt’s whole deal in an Adventure. Here’s hoping!

Hopefully it's an AP. NotGD was very well done, but the villain isn't a Demon Lord. A Demon Lord warrants an AP.


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A warfare book with a Strategist and an Inquisitor would make sense. After all, there's going to be a massive throw down in central Avistan sooner rather than later...


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And now my watch has ended.


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keftiu wrote:

The last time Sarenrae wiped a nation off the face of Golarion, it opened up the Pit of Gormuz; I can imagine nobody wanting to chance another crack in Rovagug’s prison.

Also… it’s one country, on one planet. Why should the gods care? In the same way that Pharasma doesn’t smite every single necromancer wandering around, none of the gods are likely to feel much urgency about nailing Rahadoum.

Also, Sarenrae's followers were one of the main three factions in the war that led to Rahadoum's current anti-theism, so that's one more reason why she'd want to back off.


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The next 10th level spell: House Drop. Witches save one degree worse.


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keftiu wrote:
I think Strength of Thousands has the strongest supporting cast, in terms of characters who could be promoted up to videogame party members.

Honestly, the vibe I got from the fellow students is that they would have become the new Magic Warriors if those pesky PCs weren't also there. I'd love to see that actually happen.


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Strength of Thousands. The Magaambya setting and Academic subsystem allows for memorable NPC interactions and numerous sidequests, and the main story is suitably epic. Plus, voiced Anchor Root.


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I didn't catch the update until now. First: aww! Second: yay! Third: no, really, AWW!


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DeciusNero wrote:
keftiu wrote:
DeciusNero wrote:

ohboyohboyohboyo

Glad to see this, and more regional overviews! :D

Wonder if this includes Ibdylos?

A recent thread of mine about Iblydos had one of the devs say they don't want to tackle it until they have a Mythic-equivalent finished. I don't believe it's considered part of the Inner Sea region, which is why it was in Distant Shores.
Ah, I kinda forget just where Ibdylos is placed.

Off the coast of southwestern Casmaron, roughly halfway between Vudra and the Impossible Lands.


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I have to praise the quality of the previews. I was interested when this was announced, but not overly so. I knew it would have things I could use, but I didn't think it would have much. My mind has been changed, and I am now waiting impatiently.


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I've read through it, and am very pleased to report that it stuck the landing! All of the relevant plot threads have been seen through, and we catch up with a number of prominent NPCs from earlier in the AP (some I expected, some I didn't). The climax was extended compared to most others, but in a way that makes sense for the story (I can't say more without getting spoilery). I was left with the feeling that this is just the beginning for this party, what with them being the new Magic Warriors (not a spoiler, this was released in promo material). If Paizo were to do, oh I don't know, a three part mythic AP, making it a sequel to SoT would be an excellent idea. Just throwing that out there.


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My watch has ended!


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For those wondering: order generation is a go! My watch has begun.


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Earthfall wrote:
The Raven Black wrote:
You can be INT 8 even. You won't be optimized at offensive spells or at counterspells. That's it.
How can you get an INT 8 wizard using the standard PC building rules?

Use an ancestry with an ability flaw.


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Reunited, and it feels so good!


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I'll leave a proper review just as soon as I finish with the overjoyed screaming. I'll probably be a while.


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Mark Moreland wrote:
So what I'm gathering from these comments is that folks would like to see more serialized stories on the blog?

Yes, please!


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Into my veins. INTO MY VEINS.


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Love it! Thanks, Kate! And a multiparter? Awesome! It's been a long time since we've had one of those.


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Oh, this is fantastic. Thanks, Liane and Mirco!


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TriOmegaZero wrote:
Huzzah to the developers!

So say we all!


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I don't have mobility difficulties, but I know people who do, including family. Thank you so much for this!


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I'm still reading through it, but so far I LOVE it. It tells me exactly what it's like to be from Absalom, which is exactly what I wanted.


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belgrath9344 wrote:
how does fafnhiers curse work & what is his breath & venom damage

Breath: fire damage to all in a Cone, and 1 target of his choosing takes additional lightning damage.

Venom: He spits boiling blood, which deals fire damage and leaves the victim Drained for 10 rounds.

Curse: Curse of the Woeful Wyrd.:
If the killer doesn't critically succeed against a super high Will save, they are progressively Doomed and if they while cursed, Fafnheir is reborn and rips his way out of their body.


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Poetic. Lyrical, even. Bravo!


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Whirp! Whirp whirp whirp. Whirp whirp WHIRP whirp whirp? WHIRP WHIRP!


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Kobold Cleaver wrote:

don't worry it doesn't happen often

I mean it does but who can tell with jokes like these

On the one hand, yeah. On the other hand, I feel dumb now.


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Kobold Cleaver wrote:
it actually stands for Classically-Interpreted Sex.

AFAIK it means "on the same side as," just as trans mean "on the other side of," ie. transnational, Trans-Atlantic, and so on. I've never seen it described as an abbreviation for Classically-Interpreted Sex.


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A sky captain AP would make me a very happy boy. Just putting that out there.


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Perpdepog wrote:

I'm not actually sure either. I thought the same thing; one of the lords had been freed, but the others hadn't been yet. It could be one of those bits of lore that was updated and altered between editions, like Inevitables being Aeons the whole time, but if anyone has any concrete citations of when that happened that'd be great.

From a narrative standpoint it does kind of make sense. Freeing one Elemental Lord is a suitably epic and interesting storyline, but doing so again is retreading the same narrative ground, and would be less fun to play through three more times. (Possibly once, if the other three were freed at the same time, but still.)
With the lords all free now, that grants Paizo or anyone using Pathfinder Infinity the ability to explore proper elemental war storylines if they should want to.

I noticed the freedom bit in a Bestiary 1 sidebar. Scroll down past the first reply to see James Jacobs confirm that the remaining three are free.


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I'm surprised and disappointed by the lack of a Wisdom option for the Psychic, but everything else sounds very promising.

(My guess for the "inspire and lead others" implement is a bell)


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Alex Speidel wrote:
Shay Snow wrote:
Has anyone considered changing the light bulb in the archive to make it less dark? No? Just me?
Lightbulbs are suspicious Stasian Tech and are not to be trusted without a further four years of study!

I am at least half convinced that Nikola Tesla is spending half his time on Earth and the rest on Golarion, so it makes sense that light bulbs haven't been brought over.


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Michael Sayre wrote:
Calling it a Pashtu would be like calling a Colt .45 an "Amerigun".

Quick show of hands: who else is now picturing an Amerigun?


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Cayden Cailean is the god of freedom, so there's another one. The Empyreal Lord Lymnieris protects sex workers, and that very much includes getting trafficked workers safely out.

ETA: Ninja'd. Oh well. Fun fact: Lymnieris is LG but in 2E allows LG, NG, and CG clergy, so you absolutely could have a liberator of Lymnieris, and such a character would almost certainly be devoted to ending sex trafficking.


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My impressions of the APs thus far.

Age of Ashes: This one scratches two long-held itches. I wanted an "across the Inner Sea" AP, and this delivers. I was also curious about Hermea, and we finally get answers. Where it falls down was in how each volume is supposed to be themed around a core ancestry. In that respect it's something like the original Star Trek movies; only the even ones hit the mark (not that #6 was really about humans in any meaningful way, but it is the climax and I somewhat expected that with the humanity installment anyway).

Extinction Curse: There are two very different ideas here, and they don't exactly mesh very well. The circus plot would work better as a 1-10, and the actual Extinction Curse plot would be better as an 11-20. We've had morally uncomfortable APs before, but this is the most uncomfortable yet (barring Hell's Vengeance, of course). I realize that's part of the point, but still.

Agents of Edgewatch: I was surprised when it was announced, but I figured that it would be in the vein of the Discworld City Watch subseries so I didn't really have a problem with it. That... isn't exactly what we got, to put it mildly. It is quite well done for what it is, and I appreciate the internal corruption angle, but I'd want to rework it if I ever ran it.

Extinction Curse: It is very well done, and I'm glad it did so well. It is also not for me. I can get in to a megadungeon (I love me some Undermountain), but the low levels keep it from getting big enough and weird enough to capture my attention. More power to the fans. I found it was a bit of a slog, especially because I was champing at the bit for...

Fists of the Ruby Phoenix: I knew I would love it. I just didn't expect how much. It's an anime/manga tournament arc in a TTRPG, and it leans in to what higher level characters cab do. I caught the potential sequel hook, and I am over the moon. Coming out of it, I was fairly sure that I wouldn't be this thrilled over an AP for a while to come, and then came...

Strength of Thousands: Wow. Wow. I want to withhold judgment, because it's possible that the last book will be such a letdown that it ruins the AP, and yet... And yet. I've wanted a Magaambya AP for a very long time now, so I'm thrilled to get it and doubly thrilled that 5 out of 6 parts are so very strong. I love the structure. For me, the fact that we spend so much time focusing on things other than the main plot is an absolute strength. It lets us get a look at what the Magaambya actually does. If we get any more organization focused APs, I would want them to take notes.

And now for the upcoming APs.

Quest for the Frozen Flame: This is the first "half" AP that is really experimental. AV is a tried-and-true megadungeon, and FotRP is a sequel to an adventure. This has my attention. The concept works at lower levels better than AV does, and we know comparatively little about the Realm of the Mammoth Lords. Plus, if I were to play in it I know more or less exactly what I would want to play, and that doesn't happen too often.

Outlaws of Alkenstar: Into. My. Veins. QftFF grabs me much more than AV, and this grabs me even more than QftFF. It looks like it can be run by heroic and antiheroic characters alike (maybe a bit easier for the latter, but it's basically a Western, so...) and I really like that. I am already aboard the hype train, is what I'm saying.

Blood Lords: We know very little about it at this point. I'm assuming that, while evil friendly, it won't be another Hell's Vengeance. I admit I'm not too terribly stoked for this one compared to the last few, but I'll give it a shot. The undead PC angle has possibilities, and I hope it's good.


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Terevalis Unctio of House Mysti wrote:
I am liking what I have seen in this AP.

Same here. It's a worthy companion to the Mwangi Expanse book (which is quite possibly the best book Paizo has ever put out).


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keftiu wrote:

I’d love to see both the Riftwardens get some love as a likely framing device for planar and high level campaigns, and think they would pair nicely with a more formalized Sakorian Reclaimer group.

A Riftwarden AP would make a good 11-20, come to think of it.

Agreed on all counts. The Riftwardens are a very interesting group with a lot of narrative potential, and I'd be very happy to see them get some love.


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I'm reading the adventure, and there are a couple things I'd like to say thus far.

First, I'd like to echo RiverMesa's praise. It's a welcome change.

Secondly, I'd like to give Michael a shout out for that (potential) cameo. It's pretty rare that an AP mentions parts of the Inner Sea (or Golarion) that don't directly affect the plot, so it's nice to get a reminder that there is a wider world out there filled with people who might have reason to interact with the Magaambya. It dovetails nicely with how Fists of the Ruby Phoenix introduced Mafika Ayuwari, and how he's used in this AP. I came out of Fists liking him and being glad that the PCs had a chance to help him (and be helped in return), so it warms my heart to see him at home and see how he came out of the Tournament. Worldbuilding and continuity are good things, is what I'm getting at.

ETA:

Thirdly, I want to give another shout-out for the magnificent chapter intros. This not only gives me an insight into how I might RP this character if I ever ran this AP, but they're just pure fun to read.


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It wouldn't even need to be an all-bard party. Martials could be the bouncers and the roadies, rogue or investigators could be the managers, any spellcaster with illusions could provide the special effects, high Dex characters with Acrobatic Performance could be the backup dancers. If it had to be an all-performer party, it still wouldn't need to be all bards. You just need characters with good to high Charisma and the right skill feats.


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For me, it's pretty simple. When a liberator encounters a slaver, there are really only three ways it should end. 1) the slaves are freed. 2) the liberator is killed in the attempt. 3) if overmatched or if the slaves are in danger, the liberator leaves so they may return in more favourable circumstances.

In fact, IMO, this applies to paladins and redeemers as well. A paladin might argue the finer points of the law, and a redeemer would definitely seek a nonviolent solution if at all possible, and both would join a liberator in laying the smite down if the situation came to it because the commitment to goodness trumps all.


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If we do get that Bright Lions AP, I really want one of the titles to be

Spoiler for this issue, you have been warned:
God Fight!


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YAY! I am so happy to hear this, and so proud of the union and the freelancers alike.


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TriOmegaZero wrote:
Let's talk about individual interests and unions....

It's just a thought. Y'all have a good night.

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