Myrryr wrote:
This is, in fact, a *critical* plot element of this AP.
willfromamerica wrote: At the risk of disagreeing with someone far more knowledgeable about the adventure than I am, I actually really like the wrinkle of a PC having a personal connection with Carman Rajani going into the campaign. It gives his sudden turn a lot more weight and adds extra motivation to take down Urevian if the party cares about Carman. I finished running the campaign a couple weeks ago, and Carman wound up being one of the party’s favorite NPCs. No worries--I can now see that this might make the ultimate decision about him a lot more poignant. So, yes, do as willfromamerica suggests!
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:
Yes, that's correct, it's a reference to the Beginner Box adventure.
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.
I have some feedback here! All our Adventure Paths assume a four-person party, and the art throughout the AP show who we consider the "default iconics" that experience the AP. (Of course, the actual characters who experience are those at your own table!) For Abomination Vaults, those are the fighter, wizard, cleric, and rogue--they're the four classes who appear in the Pathfinder Beginner Box, after all, and this is in many ways a continuation of that. Your group of a cleric, ranger, sorcerer, and fighter/champion sounds like it would work great. You don't need to necessarily add more monsters for more characters--they'll find some of the combats a bit easier and need to rest a little less often, but that's okay! For reference, my own party consists of six characters: a bard, champion, cleric, rogue, sorcerer, and wizard. I sometimes throw in a fifth enemy when the encounter has 4 of them, or a fourth enemy when an encounter has 3 of them, but I otherwise don't modify the adventure much at all.
GenericFutureMan wrote:
You'll have to tone down the fight that the Deadtide brings, including the follow-up fight, but sure!
Thomas Keller wrote: Are there printed maps for this AP? No, we don't have a map folio or map-pack for this AP. One exception: there's a fight near the second chapter of the first adventure that doesn't have a map in the adventure, and any map that depicts a spoiler:
graveyard will work well for it.
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.
Zi Mishkal wrote:
The likelihood is indeed very, very small. If we revisit this AP in the future, though, we'll make corrections like this at that time.
Sir Newt wrote: Has there been any word of the Academic Calendar mentioned in the Academy Life section? It says it should be included with each book of the AP, but so far I've seen no sign of it. That's a reference to the fact that each adventure gives express opportunities to use this system, with the "down time" built in to apply it.
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.
WatersLethe wrote:
They're a "maze of tunnels," and so would be tedious to explore. Plus, the pugwampis can squeeze through Tiny tunnels that riddle the maze--many of which are dead-ends--to get to areas the heroes can't reach.
One of the experimental pieces of this AP was starting an AP at 11th level. What do you think about that? I've heard neither the resounding choruses of "This is terrible, please never do it again!" nor "I love kicking off with powerful heroes, let's see more of it!" So I thought I ought just ask directly and gather some non-scientific public opinion: should we do more APs that start at a level higher than 1st?
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!
Sean D wrote:
There isn't a lot about how to operate it from above; I would take all the notes from area A17 in book 3 about how it works, and place the elevator beyond the forcefield in area D3 of book 2.
|