Xin

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Broken wrote:

I forget how to link it.

That's my old thread...

Dreaming of Taldor

Hey that's the one! Thanks so much man; was really inspired by the thread when I read it all those years ago. Did you ever incorporate any of those plotlines in your games? Intend to use them in this upcoming AP?


The Shaman wrote:

Was it this, by any chance?

1. Shadows of Golsifar - the murder of the up-and-coming baroness Arimanna has shocked the provincial town of Golsifar. There is an official investigation, but a local nobleman and a friend of the baroness suspects that the official investigation would not be particularly interested in getting too far into the matter. The PCs have been accused of the crime, but through a technicality and a lot of influence, their new patron gives them a chance to find the real killer. They have to find the assassins and turn them in,dead or alive... or else. Finding what the motive is would not hurt either.

2. Bad Luck and Worse Bedfellows – the involvement of the cut of Zyphus in the Arimanna affair has shown this group to be a lot more influential and ambitious than what is normally believed in Taldan society, and the PCs find out they have been marked for death for their interference. They must engage in a cat-and-mouse game with the leaders of the local cell in Mut, unmasking or slaying their leaders while remaining themselves unseen. In the background, other enemies pursue their own vendettas.

3. Opparan Nights – with newfound reputations for loyalty and heroism, the PCs can enjoy the fruits of their success, only to find out that navigating the morass of Taldan high society can be just as dangerous. An old patron's plans may finally seek to bear fruit, alliances from before must be honored or broken, and new rivalries erupt. Honor, pride and love itself are tools to be used against the unwary. If the characters play their cards right,they can get a quick promotion to the crème of Taldor's aristocracy. If they do not, disgrace and exile await.

4. The Lion's Fangs – the empire of Cheliax' recent successes has left some of their generals eager and overconfident, and some of them have decided that there is glory and easy plunder to be had in Taldor's unruly western reaches. The chaos in the region and its recently disgraced general promises easy...

Sorry for the late reply... Didn't think anyone was watching the post!

Sadly that's not the post I'm looking for. The campaign breakdown was much longer and more fleshed out. I remember that a cliffhanger for one of the books was a Chelaxian ship sailing into the Oppara (I think) in the aftermath of the death of the Grand Prince to put forth a Thrune with blood ties to the Taldan royal family as a candidate for the throne


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Several years ago, someone had made a post giving a rather detailed breakdown of a proposed Taldor adventure path they had come up with. The plot tied in mounting conflicts from several of the key regional powers such as Cheliax and Andoran, giving a very World War I feel which I really enjoyed.

Does anyone happen to know where I might find a link to this post, assuming it is still saved on the boards. I'm thinking about combining several of the plot elements that were detailed with the published story once it gets released. Any help of advice is greatly appreciated!


Was Urgathoa worshipped at all in ancient Azlant, and if so was she viewed any differently than she is today; like how Achaekak was viewed as a god of monsters rather than assassination or how Pharasma was primarily a goddess of prophecy?


I'm currently GM'ing this adventure path; the players are about halfway through book one. Given the massive amount of history the players will be exposed to about Ancient Thassilon, I've been trying to find music that expresses the awesome power and terrifying majesty of that lost empire but haven't found anything that quite fits.

Have any other GM's used any music to help encapsulate the feel of the Thassilonian relics and locations, or have any other suggestions to try?


The closest thing I can think of would be the city/plane of Axis, where many lawful neutral aligned outsiders and deities make their home. Though it isn't the fulcrum point at the center of the multiverse like Sigil is.

While it's a terrestrial city on the material plane, if you're looking for inspiration or ideas for bringing Sigil into Golarion, I think that Kaer Maga has a very Planescape-esque feel with the plethora of weird creatures that live there and the various factions that run different sections of the city


James Jacobs wrote:
Alleran wrote:
James Jacobs wrote:
He was a demigod while "walking Golarion," and that's something that plenty of other demigods (Arazni, Treerazer, Lorthact, Ydersius, etc.) have done and still do.

Isn't Ydersius a full deity? I think he's referred to as a demigod a few times in the Serpent's Skull AP, but the Pathfinder Wiki mentions that he offers five or even six domains (Chaos, Evil, Nobility, Scalykind, War, and a notation of Animal as well). Or is the number of domains an error, and he's supposed to only grant four?

And is Arazni still a demigod after what she went through with Tar-Baphon and Geb? Or is she some other sort of mythic individual now in her undead state?

James Jacobs wrote:
One of them would have been the first defeat of Deskari in Sarkoris a while back, when he drove the demon lord and his armies out of Sarkoris, through Mendev, and into the big lake.

The book Liar's Blade talks about how the imprisonment of Kholerus (an extremely powerful nascent demon lord and possibly Deskari's "son") was involved with that defeat of Deskari. Assuming that the various things he did were accomplishing his Mythic "trials" to continue increasing in power, did that play a part in the overall trial?

Will anything in Wrath of the Righteous mention something about Kholerus? Or are there no plans to incorporate it?

Ydersius is a demigod. As is Arazni.

Ydersius should only grant 4 domains.

The events in Liar's Blade do not play a part in Wrath of the Righteous at all.

If Arazni is still a demigod, does she have domains and the ability to grant spells? I had thought that after her reanimation as a lich she had lost her divine powers.


According to the Pathfinder subreddit, the name of the next AP will be called The Mummy's Mask and will center on Osirion. Can't find any additional info given beyond that though.


Hi all, I'm about to begin running Shattered Star for my group in a couple of weeks but I still can't find a good song for the city of Magnimar. I'm looking for something relatively active, that evokes the city's trailblazing history, and contains sounds that call to mind the nomadic spirit of the native Varisian culture as well as the savage traditions of the Shoanti people.

What do you guys think? Do you have any suggestions for songs I might use to represent Magnimar? What songs have you all used in your Shattered Star campaigns?


James Jacobs wrote:
Yeah; the "minor quests" ended up being mostly represented on the inside covers and in the NPC writeups. Now and then they show up as sidebars in the text of the adventure... but we decided NOT to continue with the presentation format we tried out in Shards of Sin.

Ahh ok, that explains it. I was going crazy trying to find it. Good to know I'm not missing anything. Thanks!


On page 5 of Shards of Sin, under the Delving the Dungeon section there is a bolded entry for Minor Quests which says that "Each volume of the Shattered Star Adventure Path also features a "Minor Quests" section, which offers several additional side quests...".

On the same page, there is indeed a Minor Quests section for the book, but I don't see any other such section in any of the other volumes of the adventure path. Is's possible I'm simply missing it and it's right under my nose but could someone tell me where the minor quests are located for the other five volumes? Obviously the information on the front/back covers are there, and there are npc quests scattered throughout the books, but the quote above from Shards of Sin seems to indicate there should be an additional set of minor quests for each volume. Thanks for the help anyone might have.


I'm having trouble wrapping my head on the chronology of Ancient Thassilon. Were the Runelords who overthrew Xin the same ones who are still in stasis, or people whom the "current" Runelords (Karzoug, Krune, etc.) wrested power from later on?


Will we ever learn more about the contents and doctrine of the Prophecies of Kalistrade such as specific tenets, regulations, and practices?

Additionally, will information likely be revealed about Kalistrade him/herself? Who was he/she and what, if anything, was Kalistrade reacting to in suggesting such a vastly different mindset and lifestyle?


The Rot Grub wrote:
Is there any info on the area of east of Taldor?

Nothing too specific as far as I'm aware. Civilized Taldor pretty much ends at the Worlds Edge and Zho Mountains with a notable exception in the military settlement of Stavian's Hold.

The area west of the mountains ranges is a flat, expansive grassland known as the Whistling Plains where many bands of nomads and bandits are said to dwell, along with large roaming herds of bison and other large animals.

It hasn't been clearly defined as far as I know, but Taldor's eastern border is supposed to be close or adjacent to the borders of the Padishah Empire of Kelesh, of which Qadira is a province.


For the Slumbering Tsar game I am currently running, I decided to set the location of the cursed city of Tsar in the northeastern part of The Worldound against the encroaching ice and snow of the Crown of the World.

I had always planned to put Rappan Athuk, since the plot of those two campaigns are so closely linked, deep in the Estrovian Forest.

I like the idea that a site of such incredible evil and power could be right under the noses of the Mendevian Crusaders who while focusing on the visible threat of the Worldwound are blind to the potentially more dangerous power growing in Rappan Athuk- also gives a reason why the party has to go investigate it rather than the "good guys" in Mendev.


I don't want to seem stupid but I received my shipping email from Bill though I have no idea what to do with the three attachments included therein.

One is for US shipping I see, which is what I want. They open email files without full functionality, there is a "Pay Now" button which cannot be clicked along with one or two links which cannot be clicked.

The email says to open one of these attachments to pay shipping but I have no idea how to do that. Any help is appreciated

I apologize for the strange question as I'm sure it should be obvious what to do but there you go. I guess I'm technologically illiterate when it comes to Outlook.


Sneak Thief's Bluff
Aura moderate transmutation; CL 9th
Slot neck; Price 16,500 gp; Weight 2 lbs.
Description
Popular among the Sczarni caravans that wander Avistan, this large heavily embroidered scarf resembles the ceremonial kapenias of the Varisian people and is adorned with intricate embellishments and symbolism of their culture. Its colorful swirls and rolling patterns make it well suited for the complicated illusions and misdirection of Sczarni street performances.
The scarf grants the wearer a +2 competence bonus on any perform check made using it. If the wearer maintains such a performance using the scarf for at least two consecutive rounds before an individual or audience, she can fling a portion of it towards a target within 20ft. three times per day as a standard action; the scarf snakes towards the target, wrapping around a chosen trinket, granting a +3 competence bonus to combat maneuver checks to steal the item. The wearer must select the item before the check is made and there must be an unimpeded line of effect between her and the target for the scarf to reach its destination. The scarf may not retrieve individual items from fastened containers, remove clothing, or disarm opponents.
A successful theft is always immediately noticed by the target unless the wearer attempts another perform check on the following round against an opposing sense motive check from the target. If the wearer’s performance check exceeds the target’s sense motive check the theft goes unnoticed; the wearer receives a -5 penalty on any further combat maneuver checks to steal from the same target during a single performance.
Construction
Requirements Craft Wondrous Item, telekinesis; Cost 8,250 gp