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Jessica Redekop wrote:
It also works the other way around: if you expect the toxic man to Not Listen and resort to violence, you can have the satisfaction of beating him in both battles of wits and arms. While convincing an embodiment of entropy to stop trying to destroy the world is a mythical achievement, I also expect some PCs will still want to give the Ashen Man what's coming to him. Either way, it'll be satisfying to watch his minions turn away when he demands they fight for him.
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I always thought they were just smart little dinosaurs who associated themselves culturally with dragons as a way to suck up to them. Mostly due to my presumption of influence from James Jacobs. I'm okay with this new kobold diversity, while also enjoying the kobolds who continue to suck up to dragons.
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Hear me out, I ran Rise and Shattered, am running Return, and I have Revenge. I really liked these APs, and my players do too. But I'd accept it gratefully if no PC ever gets into a fight with Sorshen, or if there's never an attempt to conquer Varisia by what's left of Zutha. They return to history once more (or Sorshen just gets really into modern statecraft and diplomacy), while their legacy continues to influence Varisia and the world. There's room for, say, a Rise of the Wannabe Runelords where a bunch of people start picking up the Swords of Sin so they might use them upon each other, or mentions in surviving texts about what Azlanti movers and shakers Sorshen and Xanderghul must have been, deciding to support Xin. ...but wherever the APs are set, I like reading them about as much as running/playing them. There's stuff to enjoy whatever might happen.
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Something I did was set up the "Yet of Return of the Runelords". Each time a PC used their Campaign Trait, I gave them a brief aside of their future selves helping them, then wrote down the general situation and the response of the PC. When they get to Stethelos, the Steward will help them all go back in time and help their past selves, in reverse order. I'll reply to them as their past selves, right down to the first time it was used in Chapter 2, when the Paladin was cursed with stupidity and didn't know what was happening. The players were confused at first, and thought "Once per adventure" meant "once ever" instead of "once per chapter". So they didn't use any of them throughout Chapter One, until we discovered the misunderstanding.
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I like the outline, and always appreciate anyone's attempts to smooth out inconsistencies.
My idea for the Temporal Wounds went similarly: Alaznist destroys Xin's Clockwork Reliquary before going further back to prevent him from building the Sihedron.
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It always seemed to me like the Swords of Sin were more for homebrew adventures in Varisia, or for a Runelord to have a bodyguard to keep the wizard out of hand-to-hand combat. Having them and a potential Collect Them All goal in an AP would take up a lot of its word count. That's why I put them in Rise, even adding a smaller chapter partway through so that PCs could collect them all and even Reforge them to potentially become Virtuous. They're showing up again in Return, and Sorshen got to hold conversations between her Sinuous Guisarme and Asheia, Sword of Love before giving the latter to one of the PCs. I'd like to see the Alara'hai get 2e rewrites, but considering my instance, wherein four of them are Virtuous and Baraket might end up destroyed, it might be tricky for me to use the eventual hypothetical adventure with them in it.
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Name: Tifri Aumon
Pathfinder Adventure Path Subscriber
The original Runelords building a huge mausoleum for themselves and their successors makes sense. Then it's mentioned that Xin was put to rest there, when that couldn't have happened; they sent Shasthaak to assassinate him, whereupon his Death Contingency teleported his corpse into his Clockwork Reliquary. I admit I haven't finished reading Chapter 2, but it should be easy to just mention a monument there to the First King, and possibly one to Shasthaak.
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All my players liked the part I kept referring to as the "Sorshen Date Sim". Every good party in an RPG should have multiple events and activities, encouraging PCs to split up and do multiple things at once.
They also liked when Blackjack showed up to fight some of the Peacock Spiriters - some of the players had been through Curse of the Crimson Throne, and I figured they could use some help since the whole plan had been set up by Hira Doss and some "seperatists" (as they'll be called in the next chapter). That said, nobody liked the Big Stone Turnstile. I like traps from the olden days, where they could be found and avoided with Player Ingenuity. I try re-jiggering traps so that you don't need Perception nor Disable Device checks if you examine the right places and come up with a way to deal with the trap that should work. I couldn't figure out a way to make the Big Stone Turnstile work other than the quick "Perception/Disable/Damage" paradigm, and my PCs got hit by every single trap. One felt having to climb down the hole as personally insulting, or at least his character did.
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Something I was really hoping to see in a Xanderghul-focused adventure was a sort of thing one will see occasionally in movies and video games: an illusion you don't know you're inside at first. Something like a PF1e Microcosm, wherein Xanderghul tries to gaslight the PCs into siding with him. I always knew this would be hard to pull off, especially as doing that in a TTRPG would most likely break trust between players and GM. I like how it was put in here: That trap wherein he tries to do that to you, but you're mythical and can tell it's fake from the start. I have players I know would enjoy insulting the illusory Runelord as they storm out of the place.
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James Jacobs wrote:
I'm happy to hear this! Partially because I hope for Lissala to recover, or return her faith to how it was originally worshipped. Partially because I'm setting up a scene in Return of the Runelords where my PCs help introduce Xin to Krune in the afterlife, and they go together to Lissala's Realm in the hopes that she'd turn her gaze back to Golarion one day.
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The VA for this sounds exactly like how I'd expected Xanderghul to sound!
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Gotcha. It shouldn't be a problem to any players.
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Name: Thalassa Pasha
Pathfinder Adventure Path Subscriber
For Standard Hero Points, I also use the house rule of, "If the expenditure didn't improve your Outcome Category, you get your Hero Point back."
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(Cross-posted to the SubReddit)
The Rationale:
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I'm hesitant to endorse anything that implies knowing someone's Leve, being potentially immersion-breaking. Still, these all seem helpful and I can't think of anything balance-breaking with them. It's also easy to not get confused about who-got-hit-with-one-Law-effect if you just use a single one per fight.
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I did love giving a Recall Knowledge tidbit about a hydra as, "It's an invasive species from Iblydos." Or having certain monsters introduce themselves as "Sufestra Medusa" or "Xanesha Lamia", who can all trace their lineage back to the original.
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Jerdane wrote: Not an iconic, but I think Benedict Cumberbatch would make a good Xanderghul. He's got the high cheekbones and would have fun doing all the self-aggrandizing arrogance. I'd support this, but here's my fancast (picking actors from Whenever): Xanderghul: Jude Law Sorshen: Lucy Liu? Catherine Zeta-Jones, perhaps? Alaznist: Melissa McCarthy Karzoug: Alastair Duncan, as it turned out his role in Shadow of Mordor was how I always did Karzoug. Zutha: Tony Jay meets Tim Curry Krune: Bruce Willis (I imagine him over-enunciating, even savouring, every word) Belimarius: Ellen McLain (TF2, not Portal)
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Having read the Player's Guide for the Myth-Speaker AP, I expect the reaction in Iblydos is along the lines of "Nobody Cares".
I also recall a gossipy Varisian town's reaction to an Empyrian human: everyone lusted after her, or wanted to make lucky charms out of her hair, and she felt nobody respected her as a person. (At least that's how it might be written for 2e)
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I imagine services to Torag would involve the whole family, both Torag's and one's own. People come to learn and listen, not just about how Torag's family dug their way through Heaven, but also practical things. Not just metalwork, but cooking or weaving; anyone who knows how to build something could offer to teach the rest of the congregation.
Last but not least...: Peacock Spiriters might have martial arts or spellcasting practice, followed by a time of meditating on a secret each worshipper knows (expect someone to attempt a surreptitious mind-reading spell in preparation for this part)
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I knew Hei Feng had the title of Duke of Thunder, but when I read about Ranginori in Rage of the Elements, he was also given that title. I thought, at first, it was a reasonable typo, considering Hshurha was the Duchess of All Winds, but if they both lay claim to the same duchy, I wonder how they get along together.
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BotBrain wrote:
I meant that, in-setting, Spiriters wouldn't have wanted information about their mystery cult to be publicly available; and that, out-of-setting, a fully-accurate explanation would be an AP Spoiler for PF1e.
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My first reaction to this: Wow, after all that research, I'm impressed! Second Thoughts: I'd still like to see a statblock for Ghenschau. Ah well, omitting ol' Breezes-Still-and-Ripples-Cease does help simplify things a bit, which is a part of his faith. Third Thoughts: I would like to see Edicts/Anathema for the Peacock Spirit, even though printing it would count as blasphemy.
something like: EDICTS: Hone your body and mind, paint with vibrant colours, keep secrets ANATHEMA: Explain the Peacock Spirit to outsiders, become drab or boring, allow an insult to the Peacock Spirit or to yourself to go unaddressed.
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A popular tactic is to ready an action to fire a ranged weapon at a spellcaster, if they start casting a spell.
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I like what you've done with her. I gave her a Water-Elemental bloodline, partially so that she could "overwater" them with Hydraulic Push or a water-related Fireball (sucks water out of the ground, and detonates a high-pressure blast!), and partially because being able to boss the water around would give her a lot of power in a flower-reliant place.
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Ooh, this'll be handy for updating the Dragon's Demand to the most current stuff! That poison breath attack got me looking for something that reduces poison damage. Other than two things that show up in an AP, all you get are things that give you a bonus on saves vs. poison.
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Cole Deschain wrote:
In-between two APs, I decided a drow the PCs rescued got retconned into having been Sekmin. So the players will probably do some double-takes before they realize what happened. That'll have to be done to the whole AP, which might take less work than I estimate. Then again, I don't know how much that'd be.
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James Jacobs wrote:
It's fun to explore settings that differentiate themselves from each other. This isn't Discworld, nor is it That Other TTRPG Setting, and I don't mind the reminders of such. Keep 'em coming!
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I'm about to run Return of the Runelords as possibly my last PF1 AP, and my players are already wondering what it'll be like in Sandpoint.
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I like how the setting's going all-in on the concept of, "Magic's an ambient energy you can manipulate with your bare hands and your mind."
Also, I can imagine half a party being disappointed over finding most of the magic objects in the dragon's hoard drained, with the other half immediately going to skin the dragon and see what they can do with all the gilded scales.
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Religion doesn't work on Golarion the way it works on the Discworld: the power of the god does not relate to the size of the god's religion (plus, some religions are active on more than just Golarion). Dead gods and forgotten gods aren't the same thing. Still, there are people on Golarion who think it does work this way. Or at least, if they can't kill a deity, the least they can do is kill followers of that deity and profane sacred spaces. I played one antagonist whose motivation was an incorrect assumption that Iomedae murdered Aroden and took his place. So I looked around here for those bad faith, "Iomedae Is Actually Evil" takes and put them in his mouth. The PCs tried to bait him into fighting them on their terms by praising Iomedae while they were walking around (which mainly just alerted his minions to their presence).
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I'm going to start this AP sometime in the next few months, and my players want to end the trilogy by fighting Mhar.
Spoiler:
I plan to give them their first Mythic Tier via deicide at the end of Chapter 4; their second after their meeting in Stethelos; and the third at the very end of the AP.
Mhar is CR 28, but the PCs will hopefully have an alliance with Sorshen, Belimarius, and their other PCs directing Hellknights of the Nail firing at Mhar with their +5 Freezing Burst Catapults. Am I on the right track here?
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This makes sense.
It also makes Quests slightly easier to write in a free-form sort of way: here's the setup, here are some of the most likely DCs related to the obstacles, here's a major NPC. What will you do about this?
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Metrics, I think it'd be better to recreate Don't Starve in Pathfinder, rather than attempt to emulate it exactly. Instead of giving weapons and armor HP & Hardnes like shields, maybe have Minor Downtime actions, that you can do two or three of at once, and have Maintain Gear be one of them. Building new weapons, fixing Umbrella Hats, and the like. Similarly, your first Spider/Beefalo hunt should be a group encounter; later, once you've levelled up enough, it can be a solo encounter; then later, it can be a Minor Downtime Action, getting you Food & Clothes Resources based on your Proficiency. Sorta like how that first fight with a Tallbird is life-threatening if you just have a spear & grass armor, but once you have weapons & armor made from Nightmare Fuel, you may have more food than you can possibly eat.
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