Raistlin

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Shadow Lodge

I should've made the title for this, "Do Readied Actions Disrupt Spells?"
but I wanted to phrase it the way a GM would hear it.
Anyway, I'm glad to know I had it right the first time.

Shadow Lodge

A popular tactic is to ready an action to fire a ranged weapon at a spellcaster, if they start casting a spell.
Or at least, it was back in The Old Days of Concentration Checks.
Currently, Reactive Strikes specifically Disrupt Spells, but the Ready action doesn't mention this.
Does this mean that a Readied action to shoot, say, an arrow at whomever's Casting a Spell cannot Disrupt the Spell? That the arrow most likely connects after the Spell is done?
If so, then I'm perfectly fine with this. Enemy spellcasters aren't so easily shut down without relying on spells like Wall of Wind.
Furthermore, I might tell spellcasting PCs that an NPC is aiming a crossbow at them, then let them know that their spell still goes off after the initial fear if the bolt connects.

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I like that picture. Does this mean that Swashbucklers get fun things to do with bucklers?

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We can take these mechs through the Drift, right? They've gotta be Drift-Compatible.
(Also: Reactor Online. Sensors Online. Weapons Online. All Systems Nominal.)

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Aw, and here I was hoping that the death of the God of War would usher in a new age of peace.

But seriously, folks, all of this stuff looks great, and I now want to make up an Abomination Vaults character for the purpose of self-aggrandizing in Curtain Call.

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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.
I also gave her the Elaborate Flourish feat instead of Alchemy Crafting.

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Something I forgot to add:
This is also a good look at what it means to be a civilian who never needs to level up in a setting with high-level people running around.

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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:

Jokes aside... I actually think Second Darkness would benefit from a revision more than most of the APs, insofar as it shows its age on the conceptual and setting detail front far more than most APs.

But we like our Directorsaur and want him to get enough sleep, so...

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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D'aww, a fun exploration of the setting and relationships-
Wait, a lot of people are going to get mad at her for ending their city's biggest tourist attraction...

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James Jacobs wrote:
CreepyShutIn wrote:
"Belief makes a god" is perhaps my least favorite description of divinity. I shall be happy to determine that this was delusion.
This has been a core fundamental of the setting from day one (although it took a bit to scrub all of that influence out—certain other TTRPG campaign settings have a lot of influence!), because the idea of a god who has no worshipers active but can still be a god and potentially come back or have secret cults and all that was there from the very start of the Pathfinder Adventure Path in Lissala's story.

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.
Nobody ever cared for/about Mr. Podiker. I never thought of him as villain material, just as a Szcarni-adjacent alchemist with an inflated ego.
...So that might make any incoming twists about him all the more shocking.

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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."
Dragons being so innately magical, they don't need any of the tools mere mortals need to cast spells: they can just intuit everything.

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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This adds more credence to Razmir having totally passed the Test of the Starstone, they just haven't gotten around to building statues of him yet.

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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.
They did accidentally end up contributing to the Rise of Mhar in the first AP.
The problem is, I've never done anything Mythical before, and neither have my players. I have an idea of how to set this up, which I'll tinker with as the AP goes on.

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.
From not being gross at new players to giving more options than one big fight. Players can still instigate a fight, unless they'd rather sneak or negotiate.

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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I know it was last year, but did anyone ever plan out a 5th-level sorcerer to fight the PCs instead? I might want her to do a little pruning, then give up in frustration when the PCs prove to be too uppity for her, or similar.

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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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I was thinking of doing this at one point.

I'd make it a Hexploration adventure, where Treasure is more resources than money.

One character may have to Subsist for the group until they can set up a base. Once they make a Farm/Kitchenware, then they can make finished meals. There are already examples of Alchemy Food.

Since you don't gain levels in DST, I'd suggest Proficiency Without Level. Weapons breaking also doesn't work well in PF2, so you could go to APB and have magic weapons just be better ones, in a Spear>Spike>Dark Sword>Thulecite Club sort of thing.

I did try to stat out the Deerclops & Moose/Goose in PF1, and have been meaning to try again in the latest edition.

As for what to do, explore the place? Find specific objects? Stick the key in the gate and the heart in the fossil, fight the resulting boss fight, then jump through the gate?

I'd like to try setting this up, and running it for people who've never played DST.

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I like the look of this. Also, a cantrip that can make someone off-guard is useful if your allies don't have reliable ways to pull it off.

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Under the current Drug Rules, you have to make two Fort Saves when using one; the first to see if you don't actually use it (though if you want to use it, you'll voluntarily Fail it), and the second to see if you get an Addiction. Addictions work like a disease, with a new Save each week to see if you improve. You can suppress addiction by using whatever drug gave you the addiction, but it might make that addiction worse.

If you're of a high-enough Level or have Legendary Fort Saves, there's nothing stopping you from speedballing one of everything (other than that beneficial First Stage lasting only a minute sometimes), and even if you do fail that save, a cleric can cure that right up.

Now that we have Alchemy Food, I want to rework drugs into basically Alchemy Food With Downsides.
That way, pesh can stay cheaper than waffles while still having reasons to prefer the waffles over the drug (for one example)

The House Rules for Drugs


  • If a drug is Ingested or Injury, it needs only 1 Interact Action to use. If a drug is Inhaled, it requires anywhere from 1-10 minutes of Interacting, which can be done alongside other actions. In either case, they can all have predictable onset times in case people all want to use them together. Their usage gets factored into their onset times, as well.
  • Fort Saves stay the same, but instead, they're only used if you don't want to use a drug (in case someone slipped you one, or everyone's smoking flayleaf around here and you say no to it).
  • At least two effects happen at once, lasting for the drug's Maximum Duration. Usually, one is beneficial while the others are not.
  • With a Medicine check against a Moderate DC of the level of the drug's Item Level, someone examining a user can tell if the user is under the effects of a drug, or has used one within the past week. A Critical Failue results in a misdiagnosis.
  • For simplicity's sake, you can only ever be under the effects of one drug at a time. Or, if you try to use one while already under the effects of another drug, you get all the Not-Good Effects and none of the Good ones.
  • The GM might call your character an addict. NPCs might notice your withdrawl symptoms. You might want to ask the clergy to pray your addiction away. Work this out with the GM and Player.

Here are some example re-worked drugs:

Flayleaf (Alchemical, Consumable, Drug, Ingested/Inhaled, Poison) Level 0
Price: 1 GP. Usage: Held in 1 Hand. Bulk: L. Activate: 1 (Interact)
Onset: 10 Minutes. Duration: 4 Hours.
Effects: You treat Saving Throws against pain as 1 degree better, but are also Fatigued.

Pesh (Alchemical, Consumable, Drug, Inhaled, Poison) Level 1
Price: 2 GP. Usage: Held in 1 Hand. Bulk: L. Activate: 10 Minutes (Interact)
Onset: 10 Minutes. Duration: 6 Hours.
Effects: 1 Temporary HP/Level; +2 Item Bonus on saves vs. fear; Clumsy 1; Stupefied 1.

Zerk (Alchemical, Consumable, Drug, Injury, Poison) Level 4
Price: 20 GP. Usage: Held in 1 Hand. Bulk: L. Activate: 1 (Interact)
Onset: 1 Minutes. Duration: 1 Hour.
Effects: +2 Item Bonus on Perception-based Initiative; +2 to Melee Damage on the first attack you make against someone you haven't yet attacked while high on Zerk (after which you might lose interest); Drained 1.

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After two long years (about a third of which was full of session cancellations), the Sihedron Council managed to rebuild the Shattered Star and show it to the late Emperor one last time.

(Due to adjustments I made to the AP, they also found that the Shattered Star was never actually shattered in the first place - Xin mailed a shard to each of his apprentices, with incomplete information on how to put them together. Instead of working together to finish it, they fought over which one would build it singularly, and worked together to send an assassin after him during a loss of the anti-teleportation ward in his palace.)

Their names:

Gaius Stormshield née Gaius Coruncanius Vettonianus (Chelish human Armiger Fighter/Hellknight)

Vissaa Sewer Dragon, Absalom kobold Starsoul Sorcerer (Absalom's first kobold astronomer!)

Torsten Ironbrew, Chirurgeon Alchemist with a dip in Fighter (The last remaining heir to some of Janderhoff's lost brewing secrets)

Purrcible McCoy, Rahadoumi Amurran Wisdom Witch (who later, after having met the metzlan, decided to learn their ways by tossing his familiar aside and retraining into Oozemorph)

Here is their denoument.

Lockerbie & Liza Jane Brast remained as, y'know, sewer custodians. They made sure to only eat derro crawling up from the Darklands, which kept happening surprisingly often.

The Tower Girls, under leadership of Ayala, helped people out of the flooding and made sure that people got their necessities while their homes were drying out. The reputation of the Sczarni as a whole improved in Magnimar, and the Nailers had to put that in their pipes and smoke it!

The Order of the Nail, their sterling reputation polished further by their organized handling of citizens during the Rise of the Isle of Xin and subsequent repairs, served them well in their other pursuits. Not only shall they bring their hammers down on the remaining cultists of the region, but they shall soon stamp out the lawless Sczarni threat once and for all!

The xulgath of these lands left the loathsome boggards and their hag friend to the Lady's Cape. Forced into letting bugbears offer their idea of help, they still rob river-goers in the south. Some went north, to turn to the World Thunder. The xulgath as a whole face hard times.

Maroux finally got some peace and quiet. Screw all y'all!

Kanya & Herifax lived a fast, carefree life, squandering all the stuff they were given. Eventually Fufu the Lurker ate them, but they were so overdosed, they didn't mind, or notice really.

Despite having received little funding, the most of which had come from Korvosa, Windsong Abbey saw itself rebuilt, with the help of some penitent giants. There is now a chapel - small to a giant - dedicated to both Aegirran, the Sea Dreamer, and Minderhal, the stone giant god of justice. Pilgrims have begun to return to Windsong, including, bemusingly, at least one Groetesian.

Worship of Lisalla, in any organized way, ceased in Varisia. Many former Lisallans, disillusioned or desperate, turned to other faiths. Soralyon, the Mystic Angel, took in some, while others heard Mhar's belching of smoke and molten rock. Others, however, were shown the uncaring light of distant stars, and began to whisper to anyone willing to hear of it, of the benificence of the Crawling Chaos. Their numbers are small, but in the endless length of time, the whole galaxy shall know the power of the Chaotic Evil side!

Shasthaak, rune giant graveknight, returned to the world at large! Having completed his goal of killing Emperor Xin, he set about searching for any remaining presence of his lieges, to inform them of his success!

The Sihedron Council was a brilliant idea from its very beginning, having apparently saved Magnimar twice over. Their former membership of the Pathfinder Society, and their renown throughout the city-state, inspired the people of Magnimar to new heights of literacy, making Magnimar, I daresay, even more highly educated than the backward outpost of Korvosa! They stand vigilant, ready to defend Varisia from dangers of its antiquity. They even managed to recover one of the Seven Swords of Sin, and used it in conjunction with the Sihedron to, well, that's another story.

(Mid-Credits Stinger)
Ogonthunn took the Platinum Key and with it, the entire Clockwork Army of Emperor Xin. Those mouth-breathers discovered their ruse thanks to one of them having conjured a creature with innate True Seeing, but never discovered their real name. They didn't even have to crush anyone's will to get it. Their resistance to saltwater should make the re-subjugation of the Deep Merfolk go more smoothly. (However, Ogonthuun was left unaware that, by the late Emperor's last decree, the next time a clockwork soldier would wind down would be for good)

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I say do it.
This is Dungeon Crawl: The Adventure Path, which is both its greatest weakness and strength simultaneously. If your players like exploring ancient complexes, great! If they'll get bored of it, then this'll be the under-rated middle AP. I'm just glad my players enjoyed it to the end, then said they wanted the next one to have other stuff in it.
I just slipped in a different scenario between chapters: In Wrath's Shadow between the first two (If a PC profanes the temple of Yamasoth in some way, have other qlippoth aim for the DEFILER! later on). Also, you can have Sheila or other Pathfinders mention "some big migration of monsters out of Hollow Mountain" while the PCs were in Chapter 3.
I had Cultist's Kiss between 2 & 3, while they were stopping in Palin's Cove on the way to Kaer Maga; while they were in the City of Strangers itself, they could look for the Shard or investigate the Feast of Sigils in either order. Then, as soon as they hit level 11 in Chapter 4, they were recalled back to the Lodge to stall Krune until other Pathfinders could successfully booby-trap a Runewell as a backup plan.

You can add some more texture to dungeon crawls simply by having foes surrender. Maidens in Chapter 2 can be looking for a way to Resurrect their late queen, while some of them may believe she's still out there, ready to re-assert control of her city-state from the evil fools who overthrew her.
The ghouls in Chapter 5 could easily welcome them in and offer to convert them. If the PCs just go directly for the dragon or fight everyone, either way they won't be evil (though converting would probably make them evil).
Plus, if baddies surrender, they could totally give information on upcoming problems. Yes, PCs don't end up with government positions until the very end, but because your aim in each dungeon is Get The Shard, you don't have to fight everybody to get it.

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Name: Purrcy McCoy
Details: Amurran Witch 17
Adventure: The Dead Heart of Xin
Catalyst: No Energy Resistance

The Details:
They entered the room where Emperor Xin was killed, and immediately looked through the Flamma Horicalcum.
They saw the Emperor, old and frightened, telling his almost-finished Clockwork Reliquary to return to its post, then get attacked by a giant who teleported in while the palace's wards were down.

They saw him get hit by the giant's Spark Shower, then the two of them die as Xin threw a hasty Mythical Meteor Storm and a Quickened Empowered Fireball at him, failing both saves against his own spells.
They lowered the Flamma Horicalcum to see the giant, back again, try to kill Xin who had inhabited the clockwork servant they'd found in the first chapter and had carried around with them the entire rest of the time.

Purrcy didn't get out of the way of either the giant's Spark Shower, nor the Emperor's Meteor Storm. He had the Sihedron thrown to him, though, meaning they couldn't rely on it to bring anyone back during the final fight with the Reliquary.

It was the final PC death of the entire AP.

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qwerty3werty wrote:
Perpdepog wrote:
How many of the Runelords had predecessors?
All except Sorshen and Xanderghul had predecessors.

To clarify: By "predecessor", I meant Emperor Xin.

Also, I'm happy to hear there are plans being made.

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Here's the way I think of it, when I'm the GM (though it will never really be relevant):
Aroden was set to return, to begin his Age of Glory. He just looked ahead a bit into the deterministic future he'd planned out for his people.

He saw himself micro-managing the lives of his worshippers.
He saw his worshippers praying for guidance on what to eat for every meal.
He saw people asking him for answers to everything, instead of learning things on their own.
He saw people turning from him, calling him tyrannical.
In that moment, he asked himself what made him any better than the ones from whom he'd freed his people, the algollthu?

He went to Pharasma, and asked for advice. She suggested something along the lines of allowing his people to make their own future.
So, with her help, he entered a sort of Deific Early Retirement. He allowed his herald to Inherit his mantle, and watches in silence.

...He might have gotten a laugh out of watching Tar-Baphon blow himself up by accident.

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I'm not talking about just any symbol of Thassilon; I mean THE Sihedron that had a whole AP to it.
(Possible spoilery stuff for 1E APs that might just be history now)

I'd guess it'd be either in New Thassilon or Magnimar's Museum of Ages. In either case, I hope Sorshen & Belimarius get a chance to try it out and find out what their predecessor truly had in mind.

Shadow Lodge

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I hope some Patrons gain buff auras for familiars, encouraging sending your familiar out, but to hide behind allies and being less of a target.

Also, I just love the idea of witches talking to their familiars to gain understanding of/embody some abstract concept.

Shadow Lodge

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I am excited for this. We get to play Exalted-in-Pathfinder, we get a sort of a Medium rework, and, getting to see Mythicality again, we might get new stats for Baba Jaga or Sorshen.

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Name: Vissaa Sewer Dragon
Ancestry: Kobold
Class/Level: Star-Soul Sorcerer 16
Adventure: The Dead Heart of Xin
Catalyst: Irony

The Details:
Due to some Shining Children of Thassilon having been rude while getting sent back home, Vissaa was magically insane.
Instead of the not-fun "Permanent Confusion", I secretly told her player that she was certain her ally, Sir Gaius was insane and would do something horrifically stupid at any moment. If she told anyone, he might attack her.

Later, they found a magic robe held by a statue with a spell on it to make you want whatever it was holding. Everyone thought that was very suspicious, and ignored the statue's offering of the beautiful robe.

Then the writing on the floor started zapping them, and they had to fight it. One of the Floating Runes turned into a Symbol of Pain, giving everyone -4 on Saves as soon as Vissaa was closest to the statue.

She said, "Ow! That's it! Vissaa will stop Metal Man from doing stupid things! Vissaa knows how to do things safe! LIKE THIS!"

She grabbed the Robe of Powerlessness, put it on, fell over, looked at the Symbol it was concealing, and died on the spot.

It was Sir Gaius who flung the Sihedron at her, calling upon its True Resurrection as he did. Vissaa was alive and sane again, but still needed help getting out from under the robe.

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Honestly, I'm hoping for an impostor claiming to be him. It could even be Razmir's new bit.

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WatersLethe wrote:
Rock and stone!

Also, Strike the Earth!

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As much as I like the look of the sketches, I'll most likely want to finally show to my players the sight of Xanderghul, fashionably late, in all his glorious, eye-blasting colour!

Speaking of, I'm torn between him having made contingency plans for his own death, or of such an utter certainty that it would be unnecessary, that he's just rhetorically asking the rulers of the afterlife if they seriously know who he is.

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I'm sad that the Gravesoul Armour didn't make it to 2nd Edition. I have a soft spot for useful magic objects that have useless special abilities, or that make you think it worked.

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Thanks for the information. It's probably better if they're used sparingly than too often.

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I thought I saw one chapter of an Adventure Path in 1st Edition that includes a mimic. I might be wrong, in which case I don't know if one has ever been in a store-bought adventure.
Does anyone know if a mimic ever shows up, off the tops of your heads? Maybe in a PFS scenario? A module I never bought?

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The only nitpick I have with this is that the water from the magic squirt gun would be better off "instantly evaporating" rather than "turning to sand".
Still, I want one, not to mention that bandolier. That poor ratchatcher should level up from this.

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I would like to see something about syrinx society. Ever since I first read the bit that said they "made the strix as a servitor race", I imagined syrinx landing on rocks in the Arcadian Ocean, sticking their heads in the water, and shouting at algolthu, "You stole our idea and you're doing it the wrong way!"

Also, I'd like to see more about the geopolitics of the region, and how each nation dealt with/contributed to the fall of Razatlan. It'd get a laugh out of me if the fall of the empire was attributed to small groups of Concerned Citizens who, say, amassed unbelievable power and large groups of followers in months, only to retire in obscurity once the freedom was in the hands of the people.

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My Rise group, due to problems all around, got the Bad End.

They still wanted to play Shattered Star and complete the trilogy.

So the search for the Shards began six months after the Rise of Mhar.

So trade has been disrupted and routes had to be redrawn due to the presence of an enormous volcano with legs stumbling around the landscape. I've determined that there is at least one NPC capable of casting 9th-level spells, who basically has to request a Miracle of "Save us from Mhar" on a near-daily basis to keep him away from major cities. (Small villages, however, are in dangerous positions) Also, there has been a rise in World Thunderers (people who worship Mhar) who think they can gain favour by throwing sacrificial victims into Mhar's caldera.

In other news, I looked up some "Worldbuilding With Food" ideas, and determined that potatoes were originally Varisian, but have been exported throughout the world via Absalom. Oparan chefs recently hit upon a dish of fried fish and potatoes!

Also, tomatoes were brought over from Arcadia by Chelish sailors, and now they claim it was always a Chelish fruit. I also claim Golarion has some veggies that can't be found in the real world, but I haven't specified anything about any of them.

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As soon as I first heard of the whole issue, I wondered what Paizo's response would be.
I'm glad to be gaming with my buddy, Orkel. ORCL?
It was a good move to make the L silent in the acronym.

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Name Purrcible McCoy
Ancestry Garundi Amurran
Class/Level Witch 12
Adventure Beyond the Scary Doomsday Door
Catalyst Poison

The Gory Details: The chernobue fell on everyone, paralyzing Sir Gaius and confusing Purrcy, to both players' dismay.
The confusion was dispelled, but the qlippoth managed to bite Purrcy, who had Fortitude as his worst save.
They did manage to kill the qlippoth (Torsten the alchemist trying, unsuccessfully, to lure the monster away), but couldn't help their friend and ally to recover from the poison. So they did the next best thing and Torsten gave him a posthumous Breath of Life.
Right after the qlippoth slime violently expelled itself from Purrcy's every orifice, Torsten described his use of that extract as "Gargling magic cough syrup and spraying it directly into Purrcy's mouth with a Kiss of Life."

We were all grossed out by the whole thing; Purrcy's first words upon recovery were, "Death is preferable! DEATH IS PREFERABLE!!"

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Name: Sir Gaius Stormshield; Purrcible McCoy
Ancestry: Chelish Human; Garundi Amurran
Class/Level: Fighter (Armiger) 5/Hellknight 5; Witch 10
Adventure: Beyond the Scary Doomsday Door
Catalyst: 20s on Knowledge checks; 1s on Will saves. Also, Luthask

The Gory Details: I'd decided the two generic mummies in the room with Luthask were low-level Pathfinders, furious at how they got jumped by redcaps and undeadified by someone they didn't know, and nobody even bothered to find out what happened to them while the Society's Golden Children could get Resurrected whenever they'd want!
The PCs got a natural 20 on the Local checks to recall them, as well as another one on noticing the trapdoor. Three of the PCs rolled less than 3 against the mummies' Auras of Despair, and got paralyzed for 3 or 4 rounds each.
Right after they'd all been Nauseated by the nyogoth, everyone was rightly angry at having been taken out of action twice consecutively. Fortunately, the couatl they'd rescued in an earlier chapter was there to give one of them a Freedom of Movement and blast the mummies with Scorching Rays. He refused to bite the zombie, though.
Then, Luthask walked up to Purrcy. He'd trusted in his sturdy Will Save to let him get close enough to blast both mummies with a Lightning Bolt, but his normally-strong Will failed him.
So Luthask hit him with his axe. Of course it was a crit. Of course this killed him. On his next two turns, he stomped up to the paralyzed Sir Gaius, willingly taking AoOs in order to deliver a Coup de Grace. Gaius only had one turn of paralysis left.
Fortunately, Luthask was dissolved by some kind of alchemist's Holy Beer on the following round, and everyone got on the couatl to fly back to Sandpoint.
They did, in fact, use Prestige to activate a contingency plan and get their slain fellows Raised. They agreed to head directly back to Windsong Abbey.
They went through the front door this time, and got a big rock dropped on them. They stopped and healed back up to full right there in the rubble while the redcaps laughed at them, and the alchemist yelled out that they'd have to go back to Sandpoint after EVERY SINGLE THING THAT HAPPENS!!
...and this is just the upper floors.

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Name: Vissa Sewer Dragon
Ancestry: Kobold
Class/Level: Star-soul Sorcerer 10
Adventure: Feast of Sigils
Catalyst: Everything Going Wrong

The Gory Details:
I'm including some PFS scenarios in this, due to relevance.
Basically, the kobold with STR 6 took 6 STR damage and fainted. Allies stayed close to her, up against a foe with known AoE attacks. This killed her by accident.
Also, the antagonist got away.

Shadow Lodge

My PCs are just heading into this chapter, which I'd foreshadowed at the start of the previous one (mentions of some wierd exodus of monsters from Hollow Mountain).
I got an idea: what if Adrathanatus was the representative of Aroden instead of Pharasma?

He, like so many other followers of Aroden, was stricken with despair when his god died on the day of his prophecized Second Coming, but when Iomedae inherited his mantle, he over-reacted.

That way, his belief that Iomedae murdered Aroden as part of a coup becomes more personal. I also want to have bits of information revealed slowly to the PCs:

In their initial research, they find out that Windsong has lost some status ever since the Arodenite murdered the Iomedan and stormed out in a violent rampage (he's been somewhat of a bogeyman ever since). If they do enough research, they'll find out the man was an elf.

When they get there, maybe Kob-Kog or Sufestra name-drops Adrathanatus.

Other minions will confirm he follows Yamasoth.

Then, Rickle Peakes will be all like, "Hi, I'm Adrathanatus! Didja know that Iomedae's actually Evil and Yamasoth is actually Good?"

Hopefully, by the time Kandamerus mentions that Adrathanatus built all the constructs in the place, the PCs will fit it all together and shout out something like, "OH NO he's the guy who went on the murderous rampage here like a hundred years ago!"

This way, his redemption could involve asking him, "Is this what the Last Azlanti would have wanted?"

Shadow Lodge

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There was a sanitorium in Rise of the Runelords, with part of the horror coming from it having been run by a man who was more interested in studying insanity than caring for its inmates as people. He'd made zombies out of previous patients, but he was the best defense in the area for a plot-related thing that was going on. It left my PCs in a moral dilemma.

Similarly, I had a charcter once who was a LG Cult Master mesmerist, who I played as a magic psychotherapist. He was honest that his False Lay-On-Hands was a special trick he had learned and improved to ignore pain, and that they'd need some real healing or medicine later. The Leadership followers he would get would end up being staff for his eventual praxis, but I left the adventure before it got that far.

Shadow Lodge

That might be a good place to put the trip.
My plan was that, since Baraket was already redeemed into the Blade of Humility, its cut-scene was due to the sudden trauma of what happened to its Runelord. Normally, Humble Baraket's Weird is a spray of illusory gore, causing onlookers to possibly faint from all the carnage.
Anyway, in Rise, Baraket, Garvok and the others (once they had started to regain awareness) all insisted that their Runelord was alive and the others were dead. In Return, Humble Baraket won't take control of its wielder, but will insist upon staying with them. It needs to tell its Runelord a terrible truth... that he was wrong about something.
When they meet him in person, Baraket will give him a message through its wielder: that this was not what the Emperor wanted, that the state of Thassilon that gave rise to it and the other Blades of Conviction caused unspeakable harm for generations, that, given the choice, it would gladly have never been forged if it meant the Emperor's Sihedron could have been restored instead, and that there is still time to make amends and show the modern world what Thassilon could be... What Thassilon was supposed to have been!
Xanderghul lets Baraket speak, waits just long enough for it to count as a dramatic pause, then replies with, "Baraket? Break."
Then the sword gives a sob as it shatters into a thousand pieces.
This not only shows that Xanderghul won't listen, it further sets up the possibility that Sorshen would. I'll totally have other Runelords tell the PCs that Sorshen is even worse than they are and has probably enchanted them already, with the big difference being she's the only one who will admit she did something bad AND want to do something to fix it.

Shadow Lodge

Due to having played through Rise with all the Blades of Conviction Seven Swords of Sin (one per chapter with an extra bit added on), I wanted to add all of them back in Return.

I feel like an opportunity was missed, but I like what they did with the ones they put in the AP.

As for what you're doing in your AP, there are other possibilities. Take it to Runeforge to reforge it into the Blade of Kindness?

Bring it to Alaznist, who commands it to break, or go to someone she designates as her new champion? One who won't try to use it against her?

Personally, I plan to have one of Alaznist's sinspawn carry Garvok; Baraket (which had been reforged as a Blade of Humility) wants to return to Xanderghul and give him a warning he may not want to hear; Sorshen will tell her Sinuous Guisarme that it could learn a thing or two from Arshia, now the Blade of Love; they might even be able to recover Chellan.

Shadow Lodge

Name: Chiyaliso "Chili"
Details: Nagaji Slayer 7
Adventure: Seven Days to the Grave
Location: The Urgathoan Temple
Catalyst: Quad-Crit Weapons

After fighting our way through the Urgathoans, enjoying the simplicity of Good Fighting Evil after all the worries of "how are we going to infiltrate this purported hospice over nothing but suspicion?" Andaisen chopped off Chili's head with her scythe.
When it turned out That Wasn't Even Her Final Form, the heroes ran off screaming, carrying Chili's head and body so that he could be safely Raised. We knew we wouldn't be able to stop her with our toughest one dead in a single blow, and when we returned the next day, she was gone.

Later...

Name: Tenris Chervenki, AKA "Softbrush"
Details: Foxfolk U-Rogue 8
Adventure: Escape from Old Korvosa
Location: The "King's" "Palace"
Catalyst: Another Lucky Crit

After sneaking through the place and finding nothing dangerous, Softbrush walked through an open doorway and found a bunch of people throwing axes at him, followed by a screaming gnome with a greataxe charging him with a power attack. One axe hit, the Power Attack charge crit, chopping his head off. After getting revified, his first plan was to get his magic armor magically fortified.

Shadow Lodge

A fun and adorable story.
...Just make sure not to take that gun to Numeria, without expecting getting passive-agressive insults all the time.

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