Myrryr wrote:
This is, in fact, a *critical* plot element of this AP.
RoscoMcqueen wrote: I'm starting this adventure next month. I'm looking for some tips. I have the PDF / Foundry version of the hardcover and I'm reading through it now. Because these originally came out in a 3 part adventure some of the information is spread out about certain NPCs. Aside from just general tips and advice, what sort of things can you foreshadow early on for the NPC's in Otari that maybe weren't shown in the first book when it came out? I recommend giving each hero a connection to one of the Otari NPCs. The campaign backgrounds they choose suggest good connections, but make one even for those without a natural fit based on background. You should make it one of the NPCs who gives out a side quest later on, and I don't recommend that anyone have a connection to Carman Rajani. This will make some of the side quests feel more like natural connections.
James Jacobs wrote:
James is absolutely correct. Geb doesn't get a stat block--you meet him (several times, in fact!) but not in a way that ever requires his statistics. This is the "work for Geb" AP, not the "fight Geb" AP.
keftiu wrote:
They're working for a specific one. She's on the cover!
CorvusMask wrote: I am curious if this essentially ends the drift crisis or is more of "and if you don't succeed, it gets even worse!" It doesn't solve it; this AP is not really about, "Here is a galaxy-wide threat that you wrap up!" it's about "You're victims of this galaxy-wide disaster and you are just trying to get home." If you succeed at this one--maybe you get home!
Cadynce Delholme wrote: Well... I'm not mad at this news. I am loving Abomination Vaults in 2e, and am quite interested in seeing how the 5e rules might handle a couple things we've run into so far. I assume the 5e hardback won't have the maps included (not expected either)... so I hope both versions can use the same maps. The maps are the same in both versions. Some of the denizens had to change because the systems work differently, but the maps, plot beats, key NPCs, and fun are all the same!
I gave each of my characters a connection to someone in town. Some of them are pretty casual roleplayers, too, and that ended up creating some of the fun. For example, the fighter had done odd jobs for the captain of the town guard, just because he was a fighter. But the player was a chaotic good anarchist sort, and the captain of the guard is a real stick-in-the-mud, so he got to gripe in character "I totally hate my boss, he's a real jerk, so I'm off to bash stuff in the dungeon." But when they needed the town guard for something, that connection was there. I'd also encourage you to have "the next time you come back..." moments in town between forays to the dungeon. Morlibint is going to look some stuff up in books, but it'll take him some time, so remind the characters to come back to him. Wrin Sivinxi makes the best "the next time you come back..." character because she can read the stars and answer their questions every night, but only once and at night. Basically, throw in some connections and keep a casual "next thing to do" between the town and the dungeon. When they go to the dungeon, they should have some reason to get back to town. And when they go into town, it should give them some reason to get back to the dungeon. I hope that kind of thing can keep up interest in the game!
CorvusMask wrote: ...'s location is confirmed in Absalom book for those who are interested in alternate course for fifth book :D Yep! Our original intent was to have the Absalom book out much closer to this Adventure Path, so it wouldn't require so much waiting to find out, but *gestures broadly at everything.*
1. Give XP for winning fights ("winning" meaning overcoming, not always murdering) and also give XP for non-combat accomplishments, as indicated. Some chapters in this Adventure Path (like the first one) have almost no fights. 2. The Magaambya's student body fluctuates a lot, because so many students live off campus or even obtain their learning off campus as well. My sense is that the campus has hundreds of students at any time. This Adventure Path only focuses on a few of these (with more introduced in later books), but there's lots of opportunity to add in other students of your own invention, too.
willfromamerica wrote:
Aah, it's too late for me to make a change to the hardcover version, but I would change this to a 3rd-level magic missile wand rather than a 2nd-level wand. That doesn't skew the treasure balancing by too much, and it makes more sense.
Perhaps Belcorra instructs the seugathis to send the destrachan from area C9 into the central shaft, so it can be beamed into town? That's a Severe fight for them, which you might mitigate by having townspeople help out or something. A destrachan could probably wreak some havoc in a town, blasting sound every which way.
Zapp wrote: It really **would** be a breath of fresh air if Paizo would ever embrace "less is more" and create an Adventure Path with interesting limitations on race-class combos or whatever. We do that all the time; you're looking at it now. True, we're unlikely to say, "don't play an android gunslinger"; instead, we give you the themes of the AP so you can play within the themes and find something that excites you. Presenting themes spurs creativity; presenting limitations stifles it. I'd much rather say that Strength of Thousands is "the magic school AP set in a school known for training wizards and druids" than "don't play clerics or bards." Here, we've said this is a caveman/hunter-gatherer themed AP, not "don't play alchemists, gunslingers, or inventors." That's not to say we never present a story as "No X." Hell's Vengeance was the "no good characters" campaign, and The Slithering was a "no humans" adventure. We've learned from those that the better path is to encourage themes rather than mandate restrictions. There are always people who enjoy playing against type. They want to be a paladin in the Skull & Shackles AP, or a hobgoblin in the Ironfang Invasion AP, or a barbarian in the Strength of Thousands AP. Telling them they can't play against type doesn't let them enjoy being an outlier; it tells them they can't play at all. We want to avoid telling people they can't play at all--rather, we want the social construct of the table to do that, as the table sees fit.
CorvusMask wrote: Guess Mr. Beak with phantom pain is now a thing officially :O (if I run this campaign again though, I'm going to stick with Mr. Break with worm's repast because I love foreshadowing that spell going to show up later at use of Mr. Break's creator x'D) That's an excellent substitution as well!
Whew! I gave this its final approval pass on Friday, and it's off to the printer now! There are a lot of tweaks in here. Some were just necessary for the revised layout (when a new piece of art made text on the page flow differently, for example), others are minor corrections and polishes. We've got some new art for this, including the often-requested image of a certain ghost when she was still alive. I want to thank everyone who weighed in on issues or fixes on these forums. I looked over lots of those and made many improvements based on those--thanks! The hardcover is formatted a bit differently, as well. Instead of looking like three volumes between two covers, we rearranged this to have 10 sequential chapters, one for each level of the dungeon (along with a few other chapters for a campaign overview, the town of Otari, info about Nhimbaloth, the adventure toolbox, and so on). People who aren't familiar with the three-volume nature of this AP are going to find the hardcover to be very accessible; people who already have the three volumes might prefer to have it in this more cohesive whole. I'm proud of this, and it's going to look great!
Daniel Arango wrote: Hey all. I had a thought and I just can’t recall if I’ve read this or not but does anyone in Otari know about the levels beneath they runs? Like, is this common knowledge or privileged to a few? They don't know much. Since level 1 has been picked over, and it contains about 4 ways down to a level 2, it's probably fair to say that specialists in the lore of Gauntlight Keep (like Morlibint, and maybe the mayor) know that there's a "basement" beneath it. They're probably wholly ignorant of even lower levels, though, and they don't know that Otari Ilvashti survived to stagger around within them for a bit before he finally died. Having the townspeople react with shock and dread when the heroes come back with tales of horrid monsters on increasingly deeper levels is a great way to emphasize the hero's prestige, I think.
thejeff wrote:
I would go with 145, yes.
Glaive-Dancer wrote:
We don't assume that all the characters are from the Mwangi Expanse, so feel free to have them come from wherever. Note, though, that virtually all of the campaign takes place *in* the Mwangi Expanse, so they'll end up being quite familiar with it, even if they start the campaign as outsiders to the region.
Asgetrion wrote: Ron, I get that there won't be many changes, but it'd great to have a separate illustration and handout section at the end of the book -- with maybe a few extra handouts and illustrations, if I can make a modest wish! :) We have some additional art going into this (as of right now; it's not off to the printer yet, so nothing's final!). We haven't put them into an "art section" in the back like I've seen some RPG products do; that's not our style.
Deriven Firelion wrote:
This is my thinking. The test firing at the start of chapter 2 is successful, in that it both animates the dead and successfully sends in an aberration. Once the PCs get into the lower levels, Belcorra can't help but face them, as she did the Roseguard: "Again with meddling adventurers?!? HOW DARE THEY!?!?!"
H2Osw wrote: Will the original pdf receive the balancing updates as well? We have no plans to do so, no. Further, there's not a lot of balancing to do. We're tweaking some encounters that have proven a bit problematic, but beyond "give a certain soulbound doll the phantom pain spell rather than vampiric touch," there's not a lot of dramatic changes. That said, if you've seen other huge balance issues, please let us know!
I just want to jump in here to talk about my running of this game. My players saw the locked door in the lighthouse and later found the key, but they were too battered by the corpselights to want to use the key right away--they just retreated to town to rest. In town, the players learned that Wrin Sivinxi can "read the stars" for them and the asked about whether they should ascend to the top of the lighthouse during the day (as they knows it glows at night). I realize there's nothing up there but a vampiric mist--no treasure or clues or anything else, so the answer is "woe." So they avoid it, do a little more exploring, and they see the paintings with the ghosts coming out of the lighthouse. So they rush back to town the next night to ask Wrin about whether they should ascend to the top of the lighthouse during the night. Since the blood of Belcorra haunt is active at night, that's just more danger, so the answer is "more woe. Even more woe than the day." Now my players are assuming that the top of the lighthouse is where some big climactic fight of the entire AP is going to take place and there's NO WAY they are going up there until they're way, way higher level. At which point they'll find...just a vampiric mist chilling up there.
GM OfAnything wrote: I have to imagine that the statues on the map are meant to represent the ten terraced towers with mosaics. They are towers with mosaics of the Ten Magic Warriors, but the towers are more ornamental than functional; from the top down, they could indeed be carved to look like people. But they are not statues, as depicted, they're towers.
keftiu wrote:
I agree with all of this.
Golbez57 wrote:
No, we've presented nothing further about them in this AP. That's not to say we won't do so someday, but not here!
As a quick point of clarification, the teachers the OP mentions at the very end of the post aren't Learned Ones; the only Learned One to play a role directly in the AP is, I believe, Janatimo (though at least one other is mentioned). High Sun-Mage Oyamaba isn't a learned one, he's the head of the entire school. (I believe he used to be the Tempest Sun-Mage Learned One before leading the school). He has a large part to play in the AP, as you might expect.
dharkus wrote: anyone any idea what the stories at the start of the chapters are for? tell the players them? are they general fables? foreshadowing? spoilers? They're meant to expand chapter summaries or backgrounds in interesting and visually appealing ways. Sometimes they'll be storybook stories; sometimes they'll be journal entries, or other things. We were looking to have a little fun with these, and let the authors get a little bit narrative in a way that normal adventure writing doesn't usually allow.
Boardgamer88 wrote:
This would be a fun twist, I say go for it. It will pay off a couple of times throughout the AP (including near the end!).
Zapp wrote:
Ah! I see the omission. Lasda was seen walking with a hooded stranger (page 72); you should also let heroes know that this stranger was carrying a lantern. This is the connection, made a little obscure when the lantern mention on page 72 was cut.
KaiBlob1 wrote:
That's fair. We'll work to clarify better in the future.
WatersLethe wrote:
Lots of these aren't answered in the adventure, so you can make it up! But here's what I think: 1. Someplace nice, and out of the rain.
The Raven Black wrote:
This is not meant to bar anyone from taking a dedication feat in the usual way. It's like a free archetype in that regard.
Uchuujin wrote:
You get XP for winning fights, just like in any Pathfinder game. But you'll get a lot of your XP for doing things other than winning fights, and you'll find that sometimes you get more XP for solving a conflict in a way that doesn't involve clobbering your enemy.
Thrawn82 wrote:
Oh, goodness yes! Koride Ulawa, most of all. But every faculty member mentioned in the Campaign Overview has some interaction with the heroes at some point. If you were only going to do one model, though, Koride Ulawa would be my suggestion. She has a particularly big role to play in the sixth book.
This is a spoiler-filled resource thread for the first volume of the Strength of Thousands AP, Kindled Magic by Alexandria Bustion and Eleanor Ferron. The GM Reference thread for the other volumes are as follows: Spoken on the Song Wind
|