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Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber. Organized Play Member. 8 posts (10 including aliases). No reviews. No lists. No wishlists. 9 Organized Play characters.


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Thanks. I’ll figure this out tonight. (Sorry first time)


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
Mechalibur wrote:
I think Voz explored the citadel before the Cinderclaws opened the gate. It says she's had her base in the Goblinblood Caves for quite a few days now, which would have happened after triggering the wards in the basement of the Citadel.

So something like

2 months ago?
- Noz discovers tunnel to Hellknight Hill
- Noz cuts a deal with innkeeper
- Noz does necromantic ritual/research (triggers ward and is driven off by undead)

Goblins, Kobolds and undead are all hanging out together downstairs (the goblin intelligence sidebar mentions "dead people" so this checks out)

1 months ago
- Cinderclaws open Gate to Hellknight Hill
- Brumblebrashers driven out by invading Cinderclaws (stairwell collapses)
- Gate Cinderclaws were using is closed

Last week
- Alak arrives in Breachill (presumably he traveled through on his way to Hellknight Hill)?
- Calmont finds out about Noz's expirations to Hellknight Hill (but not how she's getting in and out presumably) and plans is own trip there

Today
- Calmont realizes the town may send a group to investigate Hellknight Hill - panics and starts the fire
- Alak arrives in Hellknight Hill (just before the PCs? I guess?)
- Others?


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

I may have missed it but is it written down when the following events occur? It's not clear to me whether Noz is running around when the Brumblebrashers are in the keep, or only after they've been driven out, etc.

- Cinderclaws open Gate to Hellknight Hill
- Noz discovers tunnel to Hellknight Hill
- Noz cuts a deal with
- Noz does necromantic ritual/research (triggers ward and is driven off by undead)
- Brumblebrashers driven out by invading Cinderclaws (stairwell collapses)
- Gate Cinderclaws were using is closed
- Calmont finds out about Noz's expirations to Hellknight Hill (but not how she's getting in and out presumably)
- Alak arrives in Breachill (presumably he traveled through on his way to Hellknight Hill)?
- Alak arrives in Hellknight Hill (just before the PCs? I guess?)
- Others?


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Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

The rumor is that there will be an approval soon. But I haven't heard anything official.


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Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
Ageron wrote:

I'm a little concerned that the halfling is too forthcoming. He tells them who the bad guy is, what she's after, and where to find her, and even implies she worships Norgorber. The DM can try to steer them back towards the secret entrance and clearing out the goblin territory, but I can already guess that some parties will pursue the Voz lead relentlessly.

Agree. As written it’s contrived and kind of painful. I like Joana’s solution. Where he has a backstory and some well thought out reasons for him to get into the situation he gets into.

Joana wrote:
** spoiler omitted **...

I also feel similarly about Warbal. She gets a lot of text in the first scene and then 2(!) pages of backstory in the appendix... but you can sum her up in a sentence like "she's a nice goblin who likes books and her tribe and is here for plot exposition". If she's worried about them for a month.... The tribe is a mile away... why doesn't she just get off her duff and go there? She's a goblin with survival. She can walk a mile....It's a very weak opening for a story. She's a studious goblin who buys a lot of books... the villain is a bookseller but... never used... so many pages contributing so little to the story...

I'm tempted to skip her and start with the fire scene (in media res); with the guy in the goblin mask running off (see Joana's idea) and then, after the fire is sorted out, get the story out of her.

I'm more tempted to take Quindel (from Oblivion Oath) stick him in as the quest giver. Turn down his combat abilities compared to Oblivion Oath but keep the personality. Get rid of the ambassador thing and say he's "stuck in town because he's paying off a debt" (so he can't walk the mile himself because he told his "only non-goblin friend" he would stay and help).He helps the party out with some healing after the fire and begs that the consider his case even though the town won't listen to him.

Also, and I realize there is a direction from on high that goblins are different now (TM), but they were, until recently, generally homicidal maniacs in Golarion. I may have missed it but something about why the Bumblebrashers are different from normal goblins would really have been appreciated. Isger had lots of goblin conflict if I recall correctly....


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
Mark Moreland wrote:
Derry L. Zimeye wrote:

All that work... Converting Kingmaker to the Playtest for our podcast... All for naught...

That, or we can claim Dice Will Roll was ahead of the trend!

Where is this podcast, pray tell? The more we can see how the community has made similar conversions, the better we can incorporate their good ideas into the wider release.

It's scary the people at paizo don't know about this pod. https://www.facebook.com/dicewillroll/

After find the path it's the best pathfinder related podcast.


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

It's the new shiny. There are some people who say that starfinder development was a "lab" for 2e development. (I'm sure it influenced it).

Obviously pieces of the system interact but assuming you can handwave away the boring 2nd order effects (e.g. if you make crits more common crit effect needs to be weaker / monster hit points need to go up) what would you like to see.

Personally
Choice based attribute creation (e.g. lifepaths)
Simplified action economy
Critting on high rolls and failing on low rolls (Starfinder spends time developing crit effects for weapons and fusions that don't come up (relative to the amount of ink they get in the book) )
Being able to invest actions into spells (there is a nod in this direction with magic missile in SF RAW but it would be nice to see more)

What are yours?


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Just skimmed the pathfinder rpg alpha. I do realize it's an alpha.

Am very favorably impressed with the wizard item option. Even if I didn't want the extra spell (huh? OK. Pretending that was true) I'd like the item bond because of the flavor from using it (and losing it making you lose your spells).

Very cool.

The specialization options, where you -can- cast anything but you can't use your extra powers to the max if you're prepping opposition spells, is also cool.

I -do- think that the extra spells per level need some work. Enchant get's power word kill? I just don't see it.
I know making up new/better versions of things like charm is more work, but it supports the flavor better.
(i.e. I don't mean better like more powerful)

Also, the conjurer power that gives a significant free bonus to AC seems vastly more "bang'n" than the other abilities (+ a few points to a few skills? X resistance 10?).

Love the cleric's option to do a "healing bomb" with turning. I would do more work on Clerics though trying to make healing less cumbersome for them.