Asmodeus

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Pathfinder Adventure Path Subscriber. Organized Play Member. 2,135 posts (8,511 including aliases). No reviews. No lists. No wishlists. 9 Organized Play characters. 42 aliases.


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I'm also interested in playing. Building on Delmoth's initiative, I'll answer the original recruitment questions.

1. Why do you want to play in this campaign?

Back when I was a kid, my dad bought several eps of TOS on VHS - City at the Edge of Forever, Bread and Circuses, and Journey to Babel are ones I recall him showing me. That was enough to whet my appetite, so when TNG started up in the late 80s, I was the prime target for the continuing mission of the Enterprise-D and her crew. Over the years, I've picked up several Trek rules sets, and none of them really captured the feel of Trek - something that STA finally achieved. I've run a few adventures in the system already, but I would love to be able to play!

2. Are you willing to buy the rules or do you already have them?

I...may have purchased all the books that Modiphius has released thus far. I can neither confirm nor deny this fact.

3. What are your strengths and weaknesses as a player?

I have a good grip on mechanics, and can usually translate what I want to do into flavorful writing. I see tabletop RPGs as a collaborative experience, and while I try to bring my own flair to the game, I also try to find ways to build relationships between my characters and the other PCs - a rising tide lifts all ships, after all.

As for weaknesses, my job can sometimes interfere with my posting schedule, and I have had to go quiet on the boards without prior notice. That's thankfully been rare over the last year (knock on wood!), but it's worth mentioning. I do try to let people be aware of planned silences as well.

4. What is your favorite episode of Star Trek and why?

The Naked Now is a cinematic tour de force and I shall hear no ill spoken of it.

I lie. That ep is garbage, if only for coming way too early in the series.

It's hard to choose your favorite child, and in TNG's seven seasons, there's a lot of good episodes to go with. For today, I'll go with Darmok. The Tamarians are set up to be an inscrutible species, as the universal translator cannot translate their idiomatic language beyond the metaphors they speak in. As a result, we understand the words but not the message behind them, a problem echoed by Captain Picard. We see the two men isolated on an alien world, and Picard is forced to rely on his imperfect understanding of the alien metaphors to survive on the planet. It's a wonderful meditation on the elusiveness of language, how communication works, and how learning language informs your knowledge of a culture. It's really the excuse plot of The Big Goodbye, but far more interesting. The moment when Picard understands how to interpret the language, when Dathon looks up to the heavens and exclaims in triumph "Sokath! His eyes uncovered!" - that's the exuberance of a successful teacher. I'll watch this any time the show comes on.

Oh, and that dead sexy captain's jacket isn't a bad catch either.

5. What would the prefered era of play?

As Delmoth mentioned, this is of less importance, so here's my ranking of the shows.

1. DS9. I didn't care for the show at first, not quite understanding how a show about space exploration could be interesting at a starbase, but after I went back and watched it, the show is quite probably the best series of the lot. Sure, their first season or so is slow, but seriously, what Trek series isn't? It darkens the optimism that Trek is known for, but ultimately that optimism is what rises above the evils that Sisko and the crew have to fight. Also, it had to compete against Babylon 5, and I think that lack of monopoly on space opera made the writers work harder to distinguish themselves.

2. TNG. I have to put my beloved Next Gen here, mostly because there's a lack of a ongoing story, and about a season and a half of execrable drek at the front half of the seven. Once you get out of Season 2, you're in for a good ride, but man, what a slog.

3. TOS. It's fun, but for every Mirror, Mirror or Amok Time, you have a Spock's Brain or Assignment: Earth. It's also weird to go back and watch these episodes with our understanding of how the Federation works and not see things we recognize - like a Prime Directive!

4. TAS. Everyone forgets this gem! There's a few good episodes, and they gave us the Caitians, so they get a pass in my book.

5. VOY. Bleh. So many of these episodes are forgettable, and the ones you can't, you wish you could.

6. ENT/STD/ORV. Haven't really watched any of these, so I can't form an opinion.

6. Writing sample

Let me place my character introduction for the character I played in a Curse of the Crimson Throne game here on these boards. It's long, but hell, if you've read the rest of this novel I've written on these boards, why not keep going?

Ortik:

"Oi! You! Are you Gartaman Raelk?"
The gruff voice came from a dirty dwarf wearing furs and rags. He leaned upon a gnarled stick, and fixed the fisherman with a level eye. "Are you hard of hearing? Do I need to speak up?"

"No," the fisherman said, wrinkling his nose. It was a testament to the dwarf's powerful odor that it would make a fisherman turn up his nose. "I heard you the first time. I'm Gartaman. What do you want? I've no coin to give you for whatever hard luck story you're about to spin."

"That ain't it, friend," the dwarf replied, either ignoring or missing the insult. "I'm doing honest work, conducting interviews with the witnesses on the death of Maxis Opertung, the shopkeep on Yardarm Lane for the prosecution. You did witness the killing, yes?"

Gartaman nodded slowly. "Aye, I did. Foul business, that. The other guy just up and slit his throat."

"One step at a time, friend, one step at a time. Now, you gave a statement to the guards about the murderer. Can we go over that?"

"Don't the guards have it? Can't the city just examine that?"

"Aye, they can, and they have, but they've got questions about it. And that's why I'm here, to clear up those questions. If you like, we can do this at the offices? Of course, that'd take a lot of your day, and you look like a man who can't afford a day off. So, shall we do it here, or should we do it there?"

"Fine, ask your questions and go, dwarf."

"Name's Ortik, if you please. Anyway, let's start with the basics. You say you saw the attack happen. Tell me what happened."

"I was in the shop, Opertung's Delicacies, doing a bit of shopping. The wife needed some candles and whatnot. I was browsing the stacks when in walked a man. Opertung asked the man to leave, and he wouldn't. Begged him to give him some food. Opertung tried to forcibly eject the man from his store, but the other man pulled a knife. There was a struggle. Opertung lost."

"I see," Ortik said, writing Gartman's words down on a scrap of paper. "So, you witnessed the whole thing from inside the store."

"That's what I said. I also said that in my report."

"You're sure? Because I've been to Opertung's shop. The shelves are only waist high. The other man would have seen you."

Gartaman fidgeted. "No, he didn't. I ducked when the scuffle started. He didn't see me."

"Oh, I see. Yeah, that makes a lot of sense. OK, so he killed Opertung, and left the shop. You ducked down to avoid being seen, and he left the store. And then you did...what?"

"Left."

"Just left? You didn't even check on Opertung to see if he was living?"

"No!", Gartaman said, his voice quavering. "I panicked. I've never been around a murder, so I got scared and left."

"Fair enough. I believe you. So, you called for a guard then, right?"

"Yes."

"Except you didn't."

Gartaman was silent for a moment. "What do you mean?", he asked warily.

"Well, you didn't. It took the better part of the day for the guards to arrive on the scene. I know things take time to be investigated in the city, but the guards still put the death of a tax paying citizen rather high on the list.

"And that doesn't even begin to cover the other lies you've told me. For instance, that ridiculous comment about ducking behind shelves. Fine, he wouldn't have seen you on the way out. But there's no way he couldn't have seen you when he entered. You had no way of knowing what was going to happen, so he would have seen you, and would have either accosted you or killed you.

"But don't worry, friend," Ortik finished, a mirthless smile on his face, patting the fisherman on the arm. "I still believe you."

"You...you do?"

"Yes. I believe you've never been around a murder."

Sweat beaded on Gartaman's brow, despite the cool air blowing off the pier. "Please...don't do this."

"I have to. The man you accused? He's a good friend of mine. Father figure, you might say. Took me in to his commune, showed me the secrets of the streets. Old Man Hartelby. That's what we know him as. Now, you can either tell me who told you to lie about the Old Man, or I can convince you to talk."

"I...I can't! They'll kill me if I do!"

"We can protect you. The commune protects its own as best we can. You tell me what you know, and we'll get you, your wife and kids all into safety."

"No, you don't understand. Nowhere is safe from him."

Ortik sighed. "Fine. Suit yourself."

Ortik struck the man, and wrestled him to the ground. The man had years of hauling in fish from the sea, but Ortik was a dwarf, his muscles chiseled from the earth itself. There was no contest.

"Let me go!", the fisherman cried.

"Not until you tell me what I want to know. Speak, or I get my friends to help." The dwarf leaned in close to whisper into Gartaman's ear. "I told you, the Old Man taught me the secret of the streets. Tell me who did this, or I'll show you why they call me Ortik Gutterrat." As he spoke, a rat scurried towards the fray, chittering at the wrestling pair. "No, I've got this one, Wormy. Go get your friends though. This one might need some nibbling before he talks."

"NO! Alright! I'll talk! Gaedren Lamm! That's the man you want!"

Ortik released his grip on the fisherman, who remained prone on the pier, sobbing with fear. "Lamm. That name is not familiar to me."

"It should be. He's a crime lord, runs all sorts of terrible things. Sells shiver to expecting mothers. Orders urchins to steal for him. He'd sell his own mother into slavery if there was coin to it, and if he already hasn't, I'd be surprised."

"Charming man. I'll have to meet him some day. For now, though, on your feet." Ortik reached down to help the man up. "You've got a date with the guards. You've got a man's life to save."

"I don't think so, squat!", a gruff voice said as a forceful blow struck him from behind, sending the dwarf reeling. Three men fell upon him, striking him with vicious blows, as a fourth advanced upon Gartaman. The three restrained Ortik, and forced his head towards the fourth man.

"Watch close, gutter trash," said the fourth as he pulled a short sword and thrust the blade into Gartaman's stomach. The fisherman cried out and his eyes rolled up into his head. The blade was removed. Then reinserted. Again and again. Ortik wasn't sure which stab wound actually killed Gartaman, but in the end, it didn't really matter.

"Now, onto you, squat," said the fourth. "I should kill you myself, but I think you need to be taught a lesson. Gaedren Lamm owns these streets, and there's nothing you or any of your filthy masses can do about it. Your time is up. Enjoy your last days."

Then the beatings resumed, and Ortik fell unconscious.

He wasn't sure how long had passed when he awoke, but he knew that everything hurt. One eye was swollen shut, and they may have actually cracked a rib in their strikes. A rat was perched on his stomach, looking at him with dim curiousity. He scowled and swatted the rat away.

"Get off me," he grumbled. "That rat might know where I've been taken. Wish I could actually speak with them." He rose and winced in pain, making his way further into the city. There was a widow with children that he hoped he could save before Lamm found them. He couldn't save Gartaman, but he could at least save his family.

"Them today," he thought. "Then Lamm. Lamm's fall will save the Old Man. Save us all." Ortik hobbled into the darkness, popping a berry into his mouth to alleviate the worst of his injuries.

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His mug is still there. Befitting a Caydenite, his shield is protecting it.

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There's not a great deal of info. They're generally well-liked within the region - the Deverins have always been elected to the position of Mayor when an election occurs, over the objections of the Scarnettis. That good will was earned when the Deverins negotiated a treaty between the city of Magnimar and the native Varisians who live in the area, made more difficult after one of the Scarnettis rounded up a mob to try to kill the Varisians and pin it on a goblin attack.

There's more in the Magnimar book, and since the AP eventually goes there, it's not a bad idea to have that handy. Is your player's character a Deverin? Or just a friend of the family from Cheliax?

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Varisia has a history of being the playground of Abyssal entities, so he could definitely be of demonic heritage and be relatively local - native to the region, at least, even if not the Magnimar protectorate.

My recommendation is that he's actually from Korvosa initially - they have a shrine in that city, though it's not a large one. If you don't want to go a supernatural route and receive a vision from the Dawnflower, then maybe Baros simply heard about the reconstruction and reconsecration of the cathedral after the fires during the Late Unpleasantness, and petitioned his superior within the church hierarchy to go on pilgrimage to the new temple. It would allow him to show up in time for the ceremony, and the distance from his church means he's effectively a lone operator in the town.

I'm pretty certain that if you work with your GM, they'll be pleased to find a reason your tiefling paladin could be in Sandpoint. :)

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I have a drone mechanic as my secondary character. He's a ryphorian, and his drone is the consciousness of his dragonkin partner who died during an operation with the Skyfire Legion. As such, I've set him up to start using heavy weapons from level 1 onwards, because if I'm going to have a dragon drone, she needs a breath weapon!

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Say Roland Deschain's route to the Dark Tower took him through Golarion. Which of the iconics would be most drawn to be his Golarion ka-tet?

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Can we all agree this first set will be a bust if we don't get a Zo! miniature?

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Can I earn AcP for adventures I run for PFS1 or SFS, or do they only apply to PFS2 adventures?

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Cole Deschain wrote:
DeathQuaker wrote:
No One Is Alone from Into the Woods (that one does speak to me).

My big Into the Woods "I get the feels" jam is No More

Mind you, musicals don't play fair.

How Could I Ever Know?

Remember Me

Make Them Hear You

No kidding.

The death of Val Jean in Les Mis kills me every time, even the crappy film version. "To love another person is to know the face of God." EVERY. DAMN. TIME.

Who Lives, Who Dies, Who Tells Your Story from Hamilton. The first half is good - each of the principals gets to say just how much Alexander meant to them as they die - but the second half, the half where Eliza comes back? "I put myself back in the narrative." EVERY. DAMN. TIME.

I recently listened to Circle of Life from the stage production of The Lion King, and while I really don't feel a great need to see it, the opening call in Zulu sung with a full stage cast is chilling. Teared up from the beauty of it on my first listen.

Several of the songs from Mary Poppins Returns, notably Where the Lost Things Go and the grief that's at the root of A Conversation. Some of that might just be the imagery in play as well, and how much appreciation I have for the original. I know I felt my throat tightening as Mary appeared for the first time on screen, but that's neither here nor there.

There's probably more, but those are the ones that I know kill me.

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Yep, much like Lem's story, this one didn't seem to introduce anything we didn't already know about druids - they can have a pet, they can cast heal, and they can cast entangle. Though I wonder if that last bit was cast through Spell Points, assuming such is still a thing in PF2.

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I'd say it's probable she noticed the difference, however imperceptible it was. She's the oldest deity in existence, after all. I don't think it matters how many levels of wizard you have and how many cool toys the writer gave you, Special K - you're still having to play by rules. She's a god. She doesn't.

Why doesn't she take action, then? Who's to say she didn't see that the PCs are already on the job, and she's letting them act as her mortal agents?

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Yakman wrote:
Shepard's a bounty hunter human envoy with high DEX for ranged weapons.

Shepard is not a bounty hunter.

She's a hero, a bloody icon.

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It pleases me that my report has been of use to other GMs.

It probably pleases my players less, but that's no concern of mine. ;)

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NobodysHome wrote:

A few non-spoilery comments:

(1) The AE edition of Scarwall is quite the mess. They didn't add any rooms, but they more than doubled the number of encounters. So yes, the AE version is a grindy drag, no matter which way you slice it. I ran it once. I will never run it again. The original is much better, in my personal opinion as a GM. A haunted castle is creepy because of all the empty rooms and haunts. Not because there's a CR-appropriate undead encounter in every single room.

(2) In the original, you were given two divine casters as allies for precisely the reasons you list: They could queue up and cast the necessary Death Wards and various flavors of Restoration. In the AE edition you're still supposed to get at least one divine caster who has access to both Death Ward and Restoration.

If your GM is running the AE as-is in "gritty" mode with no casters who can provide you with at least Restoration, then yes, you really are getting a much harder dungeon than written. The AP assumes you've got ready access to at least one Restoration a day, so you shouldn't have PCs with ability damage or drain or temporary negative levels going in and out of the dungeon.

Can you pool your gold for the 33,000 required to get a wand of Restoration, or is that forbidden as well?

I'm glad you mentioned Point 1, NH - I'm dreading running Scarwall when my PCs get to it, for this very reason. I feel like it's a massive grind, and the various effects in place due to The Curse makes it even more dangerous. Then again, my group also dealt with Runeforge, which was also a long slog through a dungeon, so maybe I'm fretting for nothing.

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SFW Question: The unboxing revealed that six of the seven classes are represented with pregenerated characters. The solarion did not get a pregen, which suggests that solarions are not covered in the BBox rules. What was the design decision to leave the solarions out? I suspect a desire to reduce the amount of complexity for new players was a goal, but that still leaves in some of the more mechanically complex characters (mechanic and technomage come to mind).

Follow Up: Why do you hate Altronus? ;)

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I can't recall how I ran this (or if I even used that portion of the runeforged weapon trait), but I agree with JavaMan. If you create a dominant weapon (and you should, given what's going on in the campaign!), then you are infusing the weapon with enchantment and illusory magic. If your sin is either Lust or Pride, or if your virtue is either Love or Humility, then the insight bonus to initiative and dodge bonus to AC unlocks.

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I'm with Leg o Lamb - how have I missed this thread for so long?

Dotting for foodie interest.

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I just ran this whole section as though Xin-Shalast was "Low Peak/High Pass" altitude, and anything above that was "High Peak" altitude. It made Xin-Shalast a viable city, and the Pinnacle of Avarice a dangerous place for anyone to go to that relies upon air.

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That's what happened to them in my run, Shifty. Bringing a bunch of lower level mooks into a horror mod is basically telling the GM "go ahead, kill these guys in bad and painful ways." My group went into the Vekker cabin with a full compliment, and came out with maybe three.

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What was the best part about being in space?

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Oooh, neat! I think that also suggests that we're heading towards Citadel Altaerein.

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Yeah, like I said, this plan is thoroughly insane and probably won't happen, especially since I won't get to Shattered Star for at least another year and a half!

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I totally agree with Serious - while Skinsaw Murders appears to be set up as a murder mystery, the murderer's identity isn't really well protected. There's no other suspects to suspect. Once the party gets the idea to check out Habe's Sanatorium, it's a straight arrow to figuring out who the murderer actually is.

The only thing that is between the Sanatorium and the Misgivings is the ghoul farm, and again, Serious has the right way to get this back on track - rather than meet Maester Grump in Sandpoint, they meet him along the way to the Misgivings. If they suspect ghouls might be involved at the farm, then they might bite.

Besides, the Misgivings are the real reason to play book 2. The sooner the party gets there, the better!

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I'd think it depends on how historically educated the person you're talking to is. If they're a turnip farmer who built his home in the shadow of some forgotten Thassilonian monument and tills his fields, then probably not - it's not really important to him. He probably knows that it belongs to an empire that died out thousands of years ago, but the questions of "who built it?", "what enemies did they have?", and the like don't put food on the table. Now, the Pathfinder Lodge in Magnimar - especially post-Rise? Oh yeah, they certainly know most of the details - the last Runelords of each nation, the basic history of Xin, that the Irespan connected to something that doesn't exist any longer, etc.

Based on how your table of Rise went, I'd say the populace is better informed than canon Golarion on how close Varisia (and by extension, the rest of the world) came to being controlled by a megalomaniacal dictator from 10,000 years in the past, so there may be higher interest in this empire, since they're not as long dead as everyone expected. As for your questions of "would the scholars have published books," or "is Thassilonian more readily available" - I'd lean towards yes, but it's your campaign.

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Nope! I finished Runelords about a year and a half ago, and we started in on the second AP after that with the same crew. My current (insane) plan is to skip to Shattered Star after this, and then finish up with Return of the Runelords.

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Name of PC: Aerus
Class/Level: Skald 5/dragon disciple 2
Adventure: Escape From Old Korvosa
Catalyst: Jawing off at Jabbyr
Story: The Harrowed Heroes ended up at the Emperor's court, and after winning a game of blood pig, they earned the right to meet with Salvator Scream. However, before they were allowed up into Swastel's back rooms, Aerus, the Shoanti warrior with more than a bit of blue dragon blood in his veins, shouted for the people of Old Korvosa to rise up against the tyrant. Unsurprisingly, Pilts ordered their deaths.

What transpired was a battle on several fronts - four of the Emperor's thugs lobbed axes at them from the south, while four more plus Pilts and his executioner attempted to kill them from the north. Jabbyr was a surprisingly tough combatant, taking a surprising amount of wounds and dishing out plenty in return with his beheading axe. Pilts' rod of wonder ended up living up to its name, in that we wondered why he called it that when it was clearly a rod of fireballs - it launched two blasts of flame back-to-back, catching most of the group both times, including several of his men. Between that, and the hefty wounds Jabbyr was throwing out, Aerus ended up with two massive rents in his chest, quite dead.

Laori Vaus, for the first time, watched as Aerus fell, and the everpresent smile on her face vanished. She directed her gaze at the Emperor of Old Korvosa, and then called down a pillar of flame upon him. He did not survive.

Following this, the morale of the thugs broke, and they fled the field. Laori happened to have prepared a raise dead just in case, so she gladly cast it to bring Aerus back.

So, yeah, one of my party members is a Shoanti warrior and is part blue dragon. Either he's read enough of the AP to know these are broad themes, or he managed to luck into this, but I cannot wait until we get to Book 4. And yeah - he is distantly related to Kazavon. No question about that.

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Ooooh, well now I'm super intrigued at what this is going to be!

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Yeah, the Starfinder Wednesday stream also more or less outright said it was Pathfinder related. I could be wrong on all of this, of course, but it's a fairly safe bet. It could be a new CRPG from OwlCat or something for all we know.

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So, on the Paizo Twitter feed, there's an art piece that teases the special announcement tomorrow on the OfficialPaizo Twitch channel. I'll direct your attention towards the empty space on the right side of that pic.

Oblivion Oath sounds very APish.

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So, what do you think Oblivion Oath will be about?

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There was a recent Pathfinder Friday Twitch stream, probably the one about the Darklands, where James Jacobs mentioned he was doing some research on the derro, so if I had to place a bet, I'd wager that the first PF2AP will have something to do with them.

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As for the first question, that's how I run it - make a save after each successful attack. If you fail one, then the player really doesn't need to make another save. They can't get more mummy rotting.

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Or, it could be that Paizo is very cognizant that anything that comes from a Paizo employee and is posted on this board could be actionable in court. I know everyone wants transparency here, but all it takes is for someone to pop in here and say "Ninja Division did XYZ," and then they could have a lawsuit on their hands from ND.

Plus, it looks bad for other people they could do business with in the future. If they set the example with this by airing ND's dirty laundry, then other companies might look at that and decide against partnering with Paizo. That's bad as well.

I get that everyone's super upset with how this has turned out. I suspect that Paizo is as well. They're just far more limited in what they can say than you or I.

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We ended up having two fights - one with the yetis, and one with the unicorn. We failed the Diplomacy check to get the yetis to work with us, so we reluctantly fought them. As for Sparklemane, well...we were doomed when our vesk soldier said "[i]I start chopping down the thorny brush.[/b]"

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Adding for additional info gathering on starship combats:

The Last Starfighter High Score Table:

Claim to Salvation: Opposition was three goblin junkfighters vs. a PC ship that outclasses the opposition. My play experience is that the goblins may get a few good shots in, but most of the time, the PCs will easily take out a fighter every two rounds. It's a good way to introduce PCs to starship combat, since there's really no danger of them losing, but it may lead to a false sense of security when they have a T2 ship and face T1-2 foes.

Into the Unknown: Two good starship combats - the fight against the Corpsefleet ship usually becomes a fait accompli once they learn where the big guns are at, and the fight against the pirate ship is a bit rougher, though the PCs should end up winning.

Yesteryear's Truth: God, this fight. I think part of the problem is that players initially gravitated towards the Pegasus' speed and maneuverability, as well as the additional science and computing power, though that comes at a sacrifice on firepower. In my experience, most players who make it out of this adventure cease using the Pegasus and head towards the Drake. Adding to this is that the drones just keep coming, have better attack bonuses than at-tier PCs, and the "correct" solution is to ignore drones and focus fire on the fleeing space station, and you have a fight that just never ends. I agree with HMM - this fight single-handedly kills player enthusiasm for space combat, but it's very clear that admin knows about this, and have been correcting ever since, so I won't belabor the point any further. (It's a shame, because I really love the remainder of the scenario, but it's gated behind this combat.)

Cries from the Drift: This was a fun encounter - I liked that the starfield map had something on it other than a plain empty grid, and that there were more maneuver choices than "get behind the bad guy". I liked that there were ways to involve the terrain. I liked that there was a caveat to the fight that the NPCs would hold to, and the PCs could choose to honor that - or not! All in all, it ranks high on my list of starship combats.

Solar Sortie: Man, I don't know what we did wrong here. We ended up getting our lunch handed to us by these two ships, and only finally caught up on their damage output once we finally took one of them down. I know I've run this for a different group, but I honestly don't recall how well that went for them - I believe it went better, so maybe part of this was just bad dice on our part.

On the Trail of History: I ran this for my group, and yeah - they lost. It was never close, as I critted at least once on them with the big gun, blowing through their shields and taking them down with ease. I won't say they enjoyed the fight - as noted, players like winning - but it at least had the intended effect upon myself and the rest of the group, as we were worried about facing these things again. It did elicit a very honest comment from one of the players: "For as many people on the fence about starship combat, this encounter might end up pushing them off it in the wrong direction." All in all, I get what the intent was, and I'm fine with it (especially since success or failure here has nothing to do with XP or Fame or anything beyond a boon), but I would caution against doing this again any time soon.

Dreaming of the Future: The ysoki ship never really stood a chance, and while I liked the idea of the hidden turrets in the asteroid field, I didn't actually hit them with them. It was a nice creative choice that made the players pay attention to something other than the enemy ship, which is a refreshing change of pace.

Ashes of Discovery: The Besmaran whelp is an easy fight, honestly - I've played this and run it once, and thus far it has failed to penetrate the PC shields, let alone do hull damage. Regardless, I really liked the fact that this wasn't a spaceship, but a creature that lives in space and feeds on starship energy! Honestly, I'm not sure why it took us this long to finally encounter something like this!

Scoured Stars Invasion: At last, we come to the big one - a friend and I played this one together, and he was one of the PCs I ran On The Trail of History for earlier. That early encounter put the Fear of God into us - we both knew exactly how dangerous these ships were (me even more so, since I vaguely knew the stats!), and we thought long and hard about avoiding the fight, even though we were the highest table at the interactive, and had the greatest responsibility to fight the baddies. In the end, we did, and succeeded - which made the fight one of the most memorable starship combats we've done, even though it was, on paper, one of the most basic, just our starship versus the enemy. We were Big Damn Heroes, and it made up for suffering in that first fight just for succeeding here. Like I said earlier, this payoff helps to ameliorate the distaste for losing in the first mod, but I believe it would be a bad idea to go back to that well any time soon.

So, a quick takeaway:

1. Varied starship battlefields make for more interesting fights. While there should be fights in open space, there should be some with interesting terrain features, either in the Drift or in regular space.

2. Multiple adds can quickly break down the action economy. I think one of the reasons players are ignoring certain starship roles is that the only way out of starship combat is gunnery. Perhaps giving alternate victory conditions, other than shooting, would be a way to encourage players to have a balanced starship team - maybe the science officer needs to decode the ancient Precursor ship Maguffin to go into the Drift, and once the ship is away, the enemy ship peels off, since there's nothing left to fight for. Maybe the ship captain needs to convince a neutral ship to engage in combat for the PCs, or discourage a hostile, third-party ship from attacking the PCs as well.

3. Perhaps part of the SFS rules doc should encourage players to build PCs that can cover more than one shipboard role. I've been doing that with my characters since the outset of SFS, but it might not hurt to make that suggestion explicit.

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My guess is that they'll renegotiate with WizKids and/or Reaper, and start getting a line together. Heck, as far as we know, that might be already happening, and Paizo is just getting their uplifted ducks in a row before announcing anything.

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All scenarios are designed to be as standalone as possible. That said, there is some story stuff that has been slowly dribbled out through mods thus far - characters introduced in one mod come back with larger roles in later mods. I wouldn't call it critical, but it is a nice little bonus.

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On a scale of 1 to 10, how much is Dan going to regret divulging his secret fear of scorpions to you on the livestream?

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Likewise, "uplift" is already a term in the game, but it might also explain why there's all these bears around here now.

How about just "supplement?" Or "biobooster?"

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Let's analyze that assertion "you cannot afford backup weapons or consumables" statement. An average L3-6 mod will give a player around 1500cr at the low end, and about 4k on the high end, so let's split the difference and say that PCs earn about 2750cr per adventure. Sure, a lot of that will be spent on better weapons, armor, maybe a personal upgrade, but not all of it. Let's estimate that 2000 of that 2750 is put towards better permanent gear - that leaves 750cr towards consumables per adventure. A 3rd level PC can purchased L4 gear from the CRB, which grants access to Mk2 frag grenades (2d6 P, 700cr) and Mk1 screamer grenades (1d10 So, 725cr). The screamers do a little less damage than the frags, but they also hit an energy type that isn't very common, so the cost difference is probably justified. A PC probably wouldn't have many, sure, but swarms don't seem to be as prevalent in SFS as they have been in PFS thus far, so PCs have time to build up solutions. Assuming PCs have 1 or 2 L4 grenades, that's a healthy amount of damage that they can put out. Add to that solarion explosions, technomancer spells, heavy weapons, etc. - there are solutions out there. You just need to equip yourself for them.

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Spoiler:

The Vancaskerkin Clan will return...

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I'm also on board for separating the "half-blooded" races off of the human ancestry, and making a "half-blooded" ancestry feat for each of the ancestries out there. That way, any ancestry can be mixed with any other, which could lead to some wild design spaces. Anyone want a half-dwarf/half-goblin?

Also, this opens the door for tieflings, aasimars, undines, dhampirs, etc., of non-human stock, which could also be very interesting.

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Hello there! I'm the player of the angelic bloodline sorcerer in Shisumo's run. He did a bang-up job of summarizing everything, so rather than simply echo what he said, let me say a few things from my experience on the other side of the shield.

1. I was definitely confused about how dying saves work in PF2. I had not gotten to the death saves section of the book yet, so after the monk fell unconscious in the sewers, I wanted to make sure she wasn't going to drown, and also wanted to get her back in the fight - not just because we could use her, but also because it's not fun sitting out of the encounter. So, based on my 3E-derivative experience, I rushed over, pulled her out of the muck, and cast a 1-action heal on her. I was initially confused that she didn't become conscious again, and felt I'd wasted my time when the GM asked her to make a death save - what's the point of restoring HP if you can still die with a death save? I felt much better about it once he explained that she can't go worse than her current Dying status now that she's been healed, and the saves are just to see if she becomes conscious again. I would like to see some sort of mechanic for a PC to help another PC get back into the fight - maybe an alternative ability of a 3-action heal could restore key stat HP to a single character touched, and also remove the Unconscious status? Requiring that many actions feels like a good workaround - the healer gives up their round to get you back in the fight!

2. I like the flexibility of the sorcerer, though I feel like there's a distinct lack of actions for the divine sorcerer to take, at least at level 1. Assuming you want to save your L1 spells for significant fights, that means you're stuck with cantrips. I was decently useful with disrupt undead in the final fight, but my largest contribution in the other areas was using guidance to help people climb places. Even then, I don't think the +1 ever mattered. I expect some of this to resolve itself after a few levels, though.

3. I really like the 3-action economy. Not only does it simplify the combat round by removing different power levels of actions, but it also feels like you have more ability to do whatever it is you want. Removing AoOs is also a massive improvement - 3.X games tend to be very static on the board, since losing out on your full attack is a massive power reduction. Giving AoOs to a select few is a great solution, as it makes combat much more dynamic.

4. With regards to ancestry, I went with a half-elf - not for any real mechanical reason, but because I rolled randomly. The half-elf ancestry feels like it gives two really good options (low-light and +5' speed), and two really suboptimal options (trained in Diplomacy and add Elven to your accessible languages). That might be something to tighten up.

The adventure did answer a lot of unknowns for me, though, so it succeeded at that goal! I feel much more confident at trying my hat at running Doomsday Dawn for people soon!

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Name: "Dalanar"
Race: Human
Class: Swashbuckler 13
Adventure: The Kintargo Contract
Location: Professor Mangvhune's Lair
Cause of Death: Externally influenced PvP

The party was fortunate enough to avoid the Professor's assassination attempts as they worked their way through his lair, but they found that death could only be held at bay for so long. Geoffrey, the party kineticist, uncovered the body using his telekinetic powers, which was enough to cause the haunt to activate. His soul was sucked out of his body, and placed inside the heart. Meanwhile, the dybbuk appeared, and immediately possessed his body. They were able to knock Geoffrey unconscious, at which point the dybbuk failed to possess Osiria, the urban ranger. Things were looking up - right up until the moment it succeeded in possessing Dame Abigail Jhaltero, the abyssal bloodrager. Worse, she was already buffed, with haste, heroism, stoneskin chief among them. "Dalanar", the name that the party's swashbuckler is currently going by, faced off with her, along with Sliver, the strix rogue, and while they tried to subdue her, she was too strong - his blows knocked Sliver unconscious, but outright killed Dalanar. They were eventually successful in bringing her down, and ending the threat the dybbuk posed, but it was a very tight race!

(And the player running Dame Abigail rolled a few 20s during the fight, and failed to confirm them each time. I had never seen a party cheer when one of their own failed to confirm a crit - until now!)

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Name: Ragnal
Race: Dwarf
Classes/levels: Cleric 13 (forgemaster
Adventure: Palace of Fallen Stars
Location: The Technic League compound
Catalyst: SPLOSIONS!

The party had managed to sneak into the compound, and pacify the first basement level, and had just climbed up into the main compound when they got spotted by a gearsman with a rocket launcher. He fired into the room and alerted the rest of the compound to intruders. While the gearsmen were not incredibly dangerous once they closed the distance, the sellswords and battle mages ended up being slightly more efficacious, especially since the party was fighting on two fronts. Ragnal managed to hold off one of the sell swords, and even drop his foe, but the two mages let loose with a pair of fireballs, which briefly ended the dwarf's life. Fortunately, a breath of life from the lore oracle managed to bring him back up, and an aggravated MEAM (Metal Elementalist Android Mage) overkilled the mages with a chain lightning.

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In Live Exploration Extreme!:

Spoiler:
Right after the party dealt with the goblins in the first combat encounter, the party's technomancer was the one that spoke up the most about caring for the goblin after the studio audience voted they should keep it for the rest of the show. He then volunteered to go into The Booth, so that gave me a really good intro line.

Wazasha: "So, how long have you been an advocate for goblin rights?"

Technomancer: "Um, about...twenty minutes?"

Meanwhile, the goblin (Ekkie) had grabbed three sandwiches off the craft service table and was noisily and messily eating the pickles off them during the interview.

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1. You're half right - as written, the PCs are drawn together for their mutual hate of Gaedren Lamm, which can definitely mean that there's no reason for them to stick together after he's dead. And, if they left the fishery and things were normal in the city afterwards, they probably would. However, there should be enough weirdness to convince them to stick together. The fact that the whole city is rioting is enough for newly 2nd level PCs to realize there's safety in numbers, and to stick together for at least as long as they can get somewhere safe to plan their next move. Also, every party I've seen that finds The Hatbox wants to investigate that. That usually involves going back to the start and checking out what happened there. I had her straight up tell the party that "their work is not finished."

All that said, the players should at least manufacture some reason why they'd want to work with the rest of the group. Part of playing in an AP is working within the framework of the story. If the group decides that they'd rather leave Korvosa and go somewhere else...well, that's fine, but they've decided to leave the AP entirely.

2. Yeah, Edge of Anarchy is a slow burn. It sets up a lot of dominos that will be knocked over at a later date. All The World's Meat has a tie to Book 3, the Trinia Sabor affair ties directly into the larger plot, and the reworked Dead Warrens sets up both the Shoanti plot later in Book 4, as well as give the party a second chance to kill Gaedren, as well as set up his son as a future antagonist! The one that seems the most disconnected is Eel's End, since it doesn't look like the PCs ever go back that way. It could probably be reused in Escape From Old Kintargo, though.

3. There are really a dearth of clues to suspect the plague doctors, other than plague doctors are creepy. The only real clue I've seen is the one that Jolistinia drops if they crack her, leading the PCs to suspect that Rolth is working with the plague doctors to spread the plague. I haven't run that part yet - that's actually next week! - but I can definitely see some groups either killing her, or being unable to break her in interrogation. In that case, the GM needs to find a way to get the PCs to the next step in the investigation. There's always the time-honored "bad guy has a journal" method - maybe the PCs find some papers that Jolisitinia was composing some really bad love poetry on for Rolth, and she makes allusions to the "black-beaked carriers of infection" or something. Maybe the PCs interrupt some sort of nefarious affair between a pair of plague doctors and their "patients." However you manage it, though, the PCs need to have a good reason to investigate the physicians.

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Life is pain. Anyone who says differently is selling something.

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Unlike the Tarot, the Harrow doesn't care about a card's orientation, only where any given card shows up with respect to the card's alignment. A LG card in the upper left spot has a True Match, while a CE card in that same spot is an Opposite, and should be interpreted in reverse.

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The real reason Crystal left is so that she could take an extended sabbatical off-plane to do field research for "The Harrowing Too!"

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