Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber
Hey there, I'm looking to start an Adventure Path subscription, but it keeps starting with the first option and not updating to the 2nd edition adventure path I'd like to start with. Is there anything we can do to set this up properly so it starts with Hellknight Hill? Thank you!
Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber
Hey there wonderful Paizo people, just following up from the December New Release thread; my subscription order hasn't shipped as of yet. Or at least hasn't shown on the paizo site as shipped or sent a shipping email yet. Thanks for all your awesomeness and Happy New Year!
Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber
Tierce wrote:
Thank Azathoth, I really hope that's all it is. I have trouble expressing just how much I'm looking forward to these two books.
Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber
I personally would like them to keep something similar to the monster creation rules for 4th. Those rules make developing new threats for the PCs easy as hell, and are simple to modify slightly to make things that are really unique. While Pathfinder's monsters are awesome, the rules for making them is a great deal more drawn out than in 4th edition. Conversely, I hope they go with a different approach entirely on the PC end of things. All the classes feel too similar in the current edition. I'd like it to be closer to what Pathfinder and 3.5 do, with less focus on balance and more on uniqueness. More to do with skills and outside of combat abilities would be good as well.
Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber
I've been running a campaign for the past couple of months for my PCs based in my own campaign world of Olicar. The campaign started with them arriving too late to stop a ritual by a priest in service of Vecna; the priest was accompanied by a skeletal creature called the Herald of the First Secret, whose skull burned with purple nectromantic energy. After a while, the PCs were recruited to investigate a frontier town called Salt, that the nation has lost contact with for a period of time. The group decided to take the most difficult of paths described to them, into the Underdark and along the path of a king's army lost for the past 5,000 years. The king used a hidden underground path to ambush a besieging army, but for some reason attempted a return through the same path and was never seen again. Our night starts midway through the path, our heroes resting after a hard-fought battle against several ancient constructs. ------------------------------------------------------------------------ Our Heroes
------------------------------------------------------------------------ The heroes rest is interrupted by a cacophony of shrill shrieking, and they awaken to find hundreds of bats flying through the chamber into an unexplored tunnel. The group use some of a glowing goo they created last session to make a torch of the minotaur's horns, and go off to investigate where the bats are going. Growbash is also bothered by something seeming off about some of the bats that he noticed. The tunnel turns out to be more than just a short walk, sloping downwards with many a tight fit for the goliath and minotaur. Growbash notices a glow at one portion of the cave, right in their path. The team, not yet encountering much real resistance, decide to investigate it rather than turn back. They find it to be a blue ectoplasmic wall guarded by a majestic, ghostly figure in plate armor. Hecate knows from past experience that the creature is a ghost, but judges from its regal appearance that it is most likely held to this plane by a ridged adherence to duty or some form of betrayal. A good look at the figure shows an ethereal knife, a sharp black contrast to his glowing blue, shoved into the ghosts back. The heroes approach further, where upon the guardian bids them to halt and identify themselves. Growbash attempts to intimidate the creature with their status granted by their employer (an agent of the current king of the land). Incensed at the try to scare him and not accepting the articles as real, the knight points to the wall behind him. “You dare threaten me, boy? You see not the thousand behind me, ready to defend the rear flank of our King Glorious? Attempt any more such threats and Ledrach's legion shall cut you down like the dogs you are.” The ranger pauses, confused by the reference to the legion he does not see. At this point, Arc steps forward and takes charge, apologizing for his bodyguard. The wizard recognizes the man's crest as that of Kehlal, Lord Strategist of Ledach's armies. She feeds information to the cleric as to such, and he pretends to be sent by one of the king's sons to investigate his lateness. The specter accepts the answer more gracefully, but apologizes that he cannot let them through on direct orders from the king. The Cleric takes a chance and asks why the strategist is not with his king, revealing through Kehlal's response that the king would not let him follow into an ancient temple the army found when first passing through to the war front. The king insisted on investigating the area on their way back, but also insisted that Kehlal guard the way back to the empire. The king's other higher advisers followed him into the temple, and Kehlal feels there may be something wrong. He also states he believes it has only been several days since the king began his investigation. The group eventually convince the spirit of his knife wound, and he accepts his last memories of life. He tells them of the kings assassins striking the camp in the night, killing his men. He speaks with a heavy heart, of how his men have been trapped with him while he did not accept his death. He asks that the adventures investigate the temple to dispel his concerns. With his thanks, the spirit and the wall disappear into the ether; left behind are a few of Kehlal's journals as well as a helmet that allows the user to momentarily see invisible enemies. ------------------------------------------------------------------------ The heroes continue on, finding a massive cavern filled with dirty ice, a multitude of skeletons upon the floor, and a horde of bats. The keen-eyed half-orc notices some of the bats are much larger and elementally attuned to ice. Fearing skeletal attack and the bats, the party sends the barbarian forth to scare up the normal bats and clear the room at bit. In the ensuing flurry of bats, the party downs the ice bats relatively easily; the ranger is especially effective and disperses many with a few abilities he learned training as a holy warrior. The group quickly finds that the bats are able to shoot bursts of ice, and that their bites have a rather nasty anesthetic effect. Unbeknownst to the players, a Remorhaz rests beneath their feet, hibernating in the ice. The activity above quickly awakens the predator, who tunnels its way under the ice the ranger stands on. Shortly after, the creature burst forth and grabs the ranger whilst scaring away the remaining bats. The massive predator is far more quick than the party would expect and swiftly drags Growbash into its lair. Without thinking, the barbarian and the minotaur jump into the creature's home below the ice. The cleric and mage huddle above the ice, healing and casting quick spells at their allies. As the trio below assault the creature, it swallows the ranger whole and furiously pummels the others. The remorhaz quickly finds the ranger to be intolerable meal, and vomits him back up over his allies. The action leaves the ranger unconscious. It is then that the team realize the beast's lair is a shell of ice, hanging over an abyss whose bottom is beyond their light. They scream at the mage to quit casting her flame spells, but their damage along with the creature's ferocious body heat prove too much for the brittle ice floor. As they fall, the cleric barely manages a healing spell on the ranger and awakens him from his near-death state. The heroes and beast fall, with Growbash and Ko-Nann succesfully grabbing on a ledge near the floor. The remorhaz and Dartagh are not as lucky, and fall into the darkness. Arc and Hecate swing into action, pinning a grapple to the remaining ice and swinging down with rope to rescue the two on the ledge. Ko-Nann doesn't think he needs saving, and jumps into the darkness towards the glow of the minotaur's horns. The others stare in surprise, but Hecate jumps after with hopes on her teleportation powers to save her from gravity's cruelty. In the air, the minotaur and remorhaz continue to fight; they are joined by magic missiles from the mage and a crippling assault from the barbarian. The cleric, fearing for the life of his friends, would have jumped if the ranger had not caught him. Growbash quickly convinces Arc to climb with him down the rock face instead of fall to his death. The first to land, two hundred feet at the bottom, is the minotaur. The shaggy hero is brought close to death's door by his fall; the goliath barbarian somehow lands with nary a scratch, gritting his teeth in strain but through some miracle not being severely hurt. The remorhaz comes quickly behind, landing moth first on the barbarian and swallowing him milliseconds before landing. The creature is brutally hurt by the landing, but still alive. As the mage lands successfully with a teleport, the minotaur rises and lands a final blow on the creature. As Dartagh's roar of triumph fills the air, muscular reflexes in the remorhaz's gullet expel the barbarian into the minotaur with great enough force to knock out the warrior who finished it. As the party regroups at the bottom of the chasm, they find Ko-Nann, despite no healing knowledge, successfully bandaging the minotaur. The group stares in awe at the massive ice formations around them as the cleric gets the minotaur back to his feet. The especially perceptive half-orc suddenly hears scratchings within the ice, and brings a sun rod to bear. His eyes widen in horror as the very walls seem to writhe with the forms of more remorhaz, more than he can count. His keen senses also detect a man-made doorway behind the ice, and quick lashings of spell and blade open the passage into a long hallway. As Growbash watches, a skeletal figure appears at the doorway at the end of the hallway. The shadowy creature moves a switch and the hallway comes alive with traps. Torn between a horde of remorhaz and a series of traps, the barbarian suddenly rushes through the swinging blades, darts, and crushing pillars with reckless abandon. Bruised and bleeding, the barbarian sees no sign of the skeleton and undoes the switch. The party rush through the hallway, closing the door behind them and finding a way to trigget the traps from the safe side of the portal. They lean against the wall and sigh heavily, momentarily relaxing from their ordeal. As they rest, a white chalk scrawl appears on the wall opposite them, lines slowly taking shape into a form that is new but hauntingly familiar. Outlined on the wall is a lion-life form, topped by a skull outlined in life-like fire. “Well,” says Vecna's minion, “that certainly took longer than expected.” |