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Jam412 wrote:
yeah. totally. just... there's a world shaking event published at least once a year, and for me, it took 4 years to run tyrant's grasp. I dunno how fast you game, but keeping up with everything just seems unsustainable to me. Anywho, this is something I have thought about a lot over the past couple of years, so I figured I would put it out there into the world. It is YOUR Golarion. So... maybe just ignore the stuff you don't want to include? or just leave it in the background? or yeah, point players at the wiki and keep a change log for your game which supersedes it. i have a little text document with the changes i've made at my table. just a some bullet points going over the divergences from 'canon' as a result of our running Tyrant's Grasp and Sky King's Tomb. it seems to work so far. Tyrant's Grasp is a really solid campaign, and if you do end up running it, there's plenty of guidance in the forum here.
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Scanning through this book... not a fan of the first one, but this seems like running this on its own would be a pretty solid stand-alone dungeon crawl. Anyone have any thoughts on that? I think I would just throw the PCs in, with a little blurb about them trying to save a sea-side town from an awakened vampire lord and go from there.
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I dunno. It's your game. Most of the APs are isolated enough that you don't have to worry about previous events if you don't want to. For those which are tied to the others, some of them are more tied and some less. And honestly, players don't usually care that much. Most of them want to have a good time - canon not being 100% in alignment doesn't get in the way of a good time for most people, I think. Long / Short : Have a good time!
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Got back to playing after a 55 day break [Foundry is very helpful!] We ended our last session after the initial battle on the Storval Stairs, and we continued clearing out the Band of Blades. Bit of a short session since I couldn't log in for about an hour, but it was refreshing getting back to the game.
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Dragonchess Player wrote:
oh nice! hadn't seen that one yet... I'm so far behind on these though... still haven't read the academy book! or the taldor one!
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zimmerwald1915 wrote:
oh, I'm happy GMing. I'm running STOLEN FATE, and we're in the final chapter of Book 1, so we'll be doing that for another 2 years or so. We are having a good time, so it's not a pressing concern right now, but in 2028... might be nice to have another nautical AP to choose from. And the shorter APs are just a delight. I ran Tyrant's Grasp, but that took almost 4 years [4 hour sessions every 2 weeks].
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My table want to be sailors. I know there's a nautical component to MythSpeaker, but I think an 'exploration' AP where the PCs are sailors / traders, might satisfy their itch. They keep bringing up wanting to run Skull and Shackles, and I seriously considered it, but I'm not going to run 1E again, and don't have the bandwidth or interest to run a 2E conversion.
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GM Cthulhu wrote:
I've never really liked the 'phylactery' mechanic that is so tied to the lich since forever. I don't know what benefit it adds to the story. I mean... it CAN add fun to a lich adventure... you've killed the bad guy in his evil wizard tower, and now it's a race against time to descend into the mysterious dungeons before he reconstitutes... That's a great hook... but TG isn't that story. So... whatever. Maybe TB doesn't have a phylactery. Or maybe not all liches have them. In my head canon, it's in the black hole thingy on the Isle of Terror [or maybe is the black hole thingy]. But I told my players after we finished TG that since we are playing other APs in the same shared Golarion, that they should consider Tar Baphon as perma-ded, and if I as a DM would only bring him back if there was a super-cool adventure where I couldn't swap in some other BBEG.
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AvarielGray wrote:
remember: the authorities don't know that there's a threat of a WMD. no one knows what happened in Roslar's Coffer. The PCs have to investigate to find that out. They don't start out with a solid theory of the case. And by the time they have some information, well... it's almost too late. And in fact, it is - only the PCs delving into the sewers can find out the actual truth, by which time, it's too late. One thing I did add was that the orcs had started raiding across the frontier, and the Knights march out to join their allies in the Holds - Arstan Whitebeard [?] I can't remember his name - so the city is in a state of mobilization, and ultimately goes into the control of the female knight who later tries to flee the city. Then she can be a spoiler to the PCs, just ignoring their claims, and be a deaf ear. That forces them to act - they gotta get absolute proof - so they follow every lead... and they are too late...
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Allen Cohn wrote:
eh. just do theater of the mind until it happens.
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GM Cthulhu wrote:
I personally hated this part of the Radiant Fire reveal. Just like... kill TB. It's FINE.
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Allen Cohn wrote:
dunno how much i like the switcheroo choice on them in this way. i do really like the holodeck RC idea though.
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AvarielGray wrote:
epic. good time for a bit of a break.
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AvarielGray wrote:
I'm not crying, you're crying.
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25speedforseaweedleshy wrote:
the only way to work this campaign as written, imho, is for the party to be ambassadors from Galt/Taldor/Andoran, and they are trying to fight for the status quo - not for the factions on the inside of the forest. they align themselves with the moderates against the radicals. you can run that game. it does make the 'magical forest' stuff a lot more interesting, and everything would be new to the PCs, which is a big benefit to the table. but i don't think a lot of players would be happy about it v. some kind of Ferngully campaign.
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GM Cthulhu wrote: Yes, I used the timeless planar trait for the whole book. The PCs noticing (eventually) that they didn't need to sleep or eat provided clues as to where they were. oh, and when they finally emerge from the tomb, have someone from the town looking for them. someone that they know and trust - where were you? and why are you out here? they are all bewildered about why the PCs vanished... and if you can, maybe do what I did, and end the session with everyone rolling a Wisdom check... lie about the DC, and tell the one player who rolled highest that they look up to the sky and on the moon, they see a laughing skull... let'em cook on that 'til the next session.
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The Dead Roads are part of the Boneyard. It applies to everything. My party had an oracle, so they were good on healing. If you don't have a healer, you'll want to provide some options for your PCs. Some of the fights in the castles are pretty brutal - looking at the glass angel and the big bug - so you'll want your PCs to be able to heal up before they tackle each one.
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treblignotrub wrote:
I did not do anything before the blast. I set the AP on the first day of the year. In Golarion, the last day of the year is a sort of 'day of the dead' where people celebrate those who have passed. I asked everyone to say where they were at midnight, someone said that they were looking out at the street, I said, oh, you see a guy walking down the street ... ALL OF YOU ARE IN DARKNESS ROLL FOR INITIATIVE. Threw them right into it. They had no idea what was happening, and no idea where they were. One thing I did was make up the Red Shrikes, so each one of the PCs had a 'fore-runner' Red Shrike whose coffin they woke up in. Turned out that was one of the best decisions I made in the whole campaign. I created little subplots tying them to the PCs... one of them was a half-orc dragonblooded bloodrager... his 'forerunner' was his ancestor, book 5's villain's lover, who was grabbed by TB's forces and sold to the orcs hundreds of years ago, and who gave birth to a half-draconic child... when they met up with the boss of book 5 it was readily apparent to him that he would be battling his descendent, and relished the opportunity... the oracle woke up with a holy symbol of Aroden around his neck, which was the holy symbol of the Red Shrike's cleric... that was a long and thoroughly awesome tale... The gear that they start with isn't their gear - it's the gear of the Red Shrikes. One podcast [I just listened to the first episode] has the Red Shrikes being the ones who summoned Arazni to the mortal plane all those many years ago. Now the heroes, who are 'reborn' in the coffins of the deceased, have a chance to address the consequences of that action. By doing this, you have the opportunity to add in some unique storytelling to the campaign which might otherwise be kinda dry at times. I also went with the alternative bonus progression mechanic, since there is almost no shopping opportunity through large stretches of the campaign. Using that mechanic meant that the bloodrager went to the final battle wearing Roslar's breastplate, which was pretty awesome, while the gunslinger had the same gun that they started with.
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my party TPK'd in the bakery, so my direct knowledge of running the game is limited to book 1 and reading through the other two. 1 - the 'festival' should be a multi-day affair. I ran it so that it lasted for a few weeks, so the party could be at the 'kickoff' event and then we can conclude it at the 'dinner party'. that way you can have pcs go and have a place to interact with npcs throughout AND gives a reason for people to stick around. AND a better place to meet the key npc who drives the plot in book 1. 2 - there's a big throughline of the adventure that the dwarves did really bad things and it still has ramifications throughout the darklands. this is not reflected in anything in the adventure beyond an npc saying things to them. the troglodytes should be SCARED of the PCs, even if they are willing to fight them. the gnomes should distrust the PCs at the very least. those ruins you wander through in book 2? dwarves made them ruins. The dwarves crimes are brought up from their perspective, not from those who were actually savaged by them. 3 - the BBEG should be at the festival. why wouldn't he be invited by one of the less reputable major npcs? He's gotta learn about the worm from someone... 4 - the whole plotline with the gnome doesn't make any sense at the end of book 1. why is this happening? there's no payoff at all - not in this book and not in book 2 - and there's no reason why you would need this particular gnome. the settlements you are going to are large, and highhelm presumably has trade links with them. then she leaves the party after getting you to a place any merchant should be able to give you directions to. plus the part with getting her out of prison makes no sense at all. remove it or jazz it up. 5 - The Ash Engineer is AWESOME and should be in this trilogy somewhere. 6 - Book 2 ends badly. what the party has just done should end them up in prison. Book 3 starts weakly. Start it with some kind of prison break and a flight through the Darklands back to Highhelm. This gives the BBEG a chance to show up again and taunt them in the cells and reveal his plans so they can show up and be heroes.
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CharlieIAm wrote:
awesome! I think this was a solid AP to jump into after cancelling my Starfinder game. Everyone seems to be jiving, enjoying playing higher level PCs, the exotic travel has been fun, and it's just a good AP. Shame that it hasn't been received as well as it should have been. Admittedly, we are about halfway through Book 1, but I'm looking forward to getting to where you got!
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NerdOver9000 wrote: Yep, I'll add in my .02 also. I've recently had to cancel my subscriptions due to not needing the physical product any more...and now having to buy both the pdf and the foundry module make me reconsider things even more. Hopefully there's some new solution soon, or there's some way to at least bundle the foundry module with the pdf... Just buy the Foundry module. Yeah, it's not the same thing, but the adventure content is all there. And w/ the change in adventure paths, the pdf value vis a vis the Foundry module will probably be nil.
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Jakken wrote: I'll throw my 5c in here: My group has recently gone from 1e to 2e, and we're also embracing a hybrid in-person/VTT playstyle. One of the big sells for that was being able to buy the PDF, then get the Foundry module for a great price as well. No Foundry discount is going to be pretty disappointing 100% And it's not like this is a challenge to implement [at least from my perspective] - it's a discount code based on a prior purchase. Am I missing something? The Foundry discount is: a) a great value, particularly for me, a guy who purchases way more stuff than he can actually use
And finally, then you add those two things together, its meant for a much better table-top experience, since the Foundry VTT is so great AND I can get value out of the subscriptions I've been plugging away at for well over 10 years now. Paizo really needs to prioritize this for its user-base, as more and more people are playing their games online, and on the platform of one of their key partners.
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Elfteiroh wrote: Well, teh Foundry Marketplace do list it at a price that is 5 bucks lower than here, so if they paid 50$, it was either because of taxes, or something else... if it's the latter, they might have to contact Foundry, cause that wouldn't be normal. the foundry marketplace does indeed say that it's sold for $15, but it directs you right back to Paizo where it's currently sold for $19.99.
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I just received this in the mail, and admittedly, I have not read it, just flipped through and scanned a few pages, and is this not truly awesome? Kinda regretting not loving the first book and pitching it harder to my players...
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Souls At War wrote:
Garund already has Geb!
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We have wrapped up acquiring THE THEATER and THE BIG SKY and started out last session in the Terwa Uplands looking for the THE JUGGLER. Great session. We didn't get very far - ended with meeting the dragon. The Opalis are GREAT monsters. Love how they can stealth through the jungle, and have interesting attacks with both range and melee options. The fight did take us almost the whole session [we started late and ended a bit early... maybe 2 1/2 hours?] but everyone had a lot of fun. Looking forward to the DRAGON FIGHT!!!
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We are on about the 10th session. I started out with a run through SKY KEY SOLUTION, the big convention society game as a lead in. It took us like 3 sessions to get through that, and then we had a 7 year jump. The party were all Pathfinder Society guys, a team, and they all parted ways after the SOLUTION debacle. They come back with the cards. This has been really fun so far. This isn't my 'high RP' group, so we just goof around, and boy oh boy, it's a great AP for that.
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Arkat wrote:
I'm also rooting for Abbie. Honestly, I hope that Cheliax WINS. It would make the setting much more interesting if they can break Andoran [not conquer it, but weaken it] forcing back the tide of anarchy and the rule of the mob.
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PossibleCabbage wrote:
Blood Lords is NOT an Evil AP. It's basically Parks and Recreation in Nightmare Before Christmas. i get why Paizo doesn't want to make an evil AP, but I'll just say that my party would probably go bonkers for an evil 2E AP.
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3Doubloons wrote:
I was thinking that they should all be from some small town nearby or better yet, a neighborhood in Pol-Bailax. Maybe they are the children of the noble families in the city. It would explain why they all know each other and would go along with the Greek stories, where the heroes are always royalty.
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The Block Knight wrote:
We ditched DA. Running STOLEN FATE with the same group and having a blast [session 8 is tonite!] My guys are not optimizers. They build decent, but not min/maxed PCs. One player's soldier [unintentionally] broke the math on Attack! but he built a 'themed' Witchwarper for D/A who was anything but optimal. We had run THREEFOLD and ATTACK! w/ some common NPCs and stuff between them with the goal of finishing the grand campaign w/ DA, bringing PCs back and all, so it's kind of a bummer, but looking at the weak encounters in Books 2 and 3 combat was just going to be either a) a time sink as the PCs roll every encounter, or b) a headache as I have to rework encounters to scale them, and then midcombat de-scale them b/c I'd gone overboard.
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Personally, as I DM, I'm a fan of subsystems. They give players a chance to drive narrative action, to introduce NPCs, always an opportunity for a joke when the barbarian crushes the library check and the wizard flubs it. There might be too many in Myth-Speaker and Wardens, but I think they are a critical part of adventure paths. Otherwise, it's just punching and blasting. I honestly do not understand the influence system [this is after running Book 1 of Sky King's Tomb]. It's a lot of note keeping or otherwise I was doing something wrong. I would hope that future subsystems not vary dramatically from the GMG. But yes, get the party in a library, get them on the dance floor, get them in the courtroom.
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zimmerwald1915 wrote:
I'm thinking of when Egypt came permanently under the sway of foreign imperials... macedonians, romans, etc. there's historical continuity, but also unmistakable foreign influence ultimately, eh. doesn't really matter too much. make it your own place.
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Darth Game Master wrote:
I always thought that if you were really desperate for Ptolemaic / Christian Egypt, then the influence of the Inner Sea Gods would be a good proxy for these. But that's really getting in the weeds.
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Allen Cohn wrote:
there are so many festivals in adventure paths...
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Dunno about it being 'new' but my players TPK'd near the end of Book 1 of Sky King's Tomb just last month. To an unnamed monster just 1 CR above their level. They'd been seriously challenged a few times as well earlier on.
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Allen Cohn wrote:
I had a similar thought when I was running it. I was pretty unimpressed with the two story beats you mentioned - and altered the outcome so that both Arazni and TB are perma-ded as of the end of TG.
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Was running the bit in the archive, and there's a line about the ghostly possession of Ole Krohan, which talks about him having to pass a DC 20 flat check to resist the possession, and also about what happens if he critically succeeds on said check... needless to say, it's impossible to critically succeed at a DC 20 flat check. It didn't make any sense to me, told my players, and they thought that the author probably meant a Will Save, which I thought made more sense.
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lemuelmassa wrote: Wow! Great stuff. Gonna yoink some of that for sure. We're just doing the penthouse ourselves now. I had to completely rejigger the Hagegraff part too... We are going to wrap up Book 1 in a session or 2... what did you do to improve Hagregaf?
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Sapient wrote: A consistent concern I've seen of reviews of this AP is how to motivate the party to pursue the story. Have any of you had an issue with this, and do you have any suggestions as to how to make the players feel the importance of seeking out the cards? I dunno if that's going to be an issue for my party, [we just did Session 1 last week] but I told my guys that 'hey, it's like Pokemon' go get some cards. I suspect that the novelty and mystery should get through Book 1. The plot picks up pretty dramatically in Book 2, so the 'motivation' problem probably ends there.
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Starting STOLEN FATE tonight! I ran SKY KEY SOLUTION as a 3-episode prologue, and our intrepid heroes have returned to Absalom after an 8 year separation, with a card in hand, and the 5th member of their Pathfinder Society party, the Varisian sorceress Raven, is missing... and everyone was brought back by a mysterious Harrow card... and just as everyone lays eyes on each other, they hear a terrible scream from a store...
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AvarielGray wrote:
I gave Yhalas two ubashki lynxes for flanking. It wasn't enough against our bloodrager, swashbuckler, and fighter. If I were to run it again, I'd either give her a few Daughters of Urgathoa [or something like that] or pair her w/ the graveknight on the surface [can't remember her name] The Graveknights are REALLY DANGEROUS in pairs. Not so much on their own.
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woo boy. Ran this in 2E at level 10 for my guys as a set up for STOLEN FATE. It's a lot of fun... a bit of a mess, but that's all good. It's a fun mess and the guys had a good time. They were NOT expecting the setting or the enemies. My biggest question is... how was this run at a convention in 5 hours??? We spent like... 10-11 hours running this on Foundry. And I cut out most of Part 3. Did anyone run this in person? How was it? What had to get cut out? Did anyone finish it in the timeframe?
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