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![]() Arevashti wrote: More class options. More across-the-board cultural notes (and for less-explored species like damai and ixtangis and the inhabitants of Arkanen—to name-drop a few at random—in particular). More planetcrawls. The Damai probably have gotten more pages than most of the races introduced in the core book... ![]()
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![]() Driftbourne wrote:
Hadn't done the math, but that's a big savings. Plus, it probably looks better on a bookshelf. ![]()
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![]() Sharkbite wrote:
I'm actually pretty excited for the narrative possibility of swapping in and out PCs by keeping the basic structure of Society scenarios. Someone ran a ysoki solarian for a bit and then wants to come it w/ a human mystic for a mission? Sure. Whatevs. You can always go back to CheeseWhizzle Starkiller. ![]()
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![]() Honestly, I'm pretty psyched for what's planned and don't need anything outside of that. I'll start subscribing to the hardcover APs, and we'll be on the far end of our ATTACK AP when the year closes, so... yeah. I'd like to see the mecha AP be 7-20 (or at least go to 20) but other than that... I've got plenty to work with. ![]()
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![]() Milo v3 wrote:
For my first AP run, instead of selling stuff, I just told people to get their WBL when there were shopping opportunities. The guys were balanced, but they griped a bit, so for our 2nd AP run, we are doing the more traditional "loot and sell" model. I'm going to check in on them for WBL every 2 levels or so, but Starfinder is a super-loot dependent game, and DMs should be well aware of that, as monsters will quickly become virtually unkillable without the damage that higher level weapons can put out. ![]()
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![]() One thing I would do, now that you have all this other stuff for the PCs to do, is have Hakotep's Pyramid start out on the ground. It should be this looming, haunted place, guarded by haggard and exhausted priests, who perform their rituals quickly and then scoot [or really evil guys, but whatevs] at some point, the PC should be there when it takes off [although, realistically, it never actually has to... maybe it gets surrounded by like a force shield or something (or not)]. ![]()
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![]() Sibelius Eos Owm wrote:
I told my guys to buy gear for their adventure as standard, and everything that they bought was in chests at the feet of their coffins, which fortunately included a lot of rations. I didn't have any add'l food in the Boneyard and in Book 2, well... let's just say that they were out of rations by the time that the second book ended, and it was either take on the boss or starve to death. ![]()
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![]() Gwaihir Scout wrote:
Now that I'm thinking about it, maybe start the action when everything starts falling apart. Handwave everything before. If your party isn't built to do the infiltration, it's just not going to be as fun as the breakout. ![]()
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![]() MurderHobo#6226 wrote:
I also reworked this book quite a bit. Sister Sparq is a shirren who the party picked up w/ Xelonan at the Temple in Book 1. She's basically rendered insane by the psychic bellowing of the God-Host at the end of Book 1. One of the PCs is a Shirren Priest (Precog) and he knows her. I cut out all the city stuff, since it didn't quite "make sense" to me... instead I sent out the party to a remote location to raise leeches for the war effort. They are on an ocean planet and I added some aquatic monsters and a boat encounter, and them riding on mahoi rays to herd plesiosaurs for their kalo friends. Xelonan and Sister Sparq come to a nearby hylaxian monastery, which is destroyed when Sister Sparq summons the Swarm to reconnect with her... the caverns are run as written, but underneath them is a mech which the PCs will use in the final encounter. I intend to bring Sister Sparq and Loachwurt back as recurring antagonists. ![]()
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![]() BigNorseWolf wrote:
that was my take. the rules are way too stingy on the # of MPs that a player can get, and how they get them. ![]()
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![]() just started off Book 2. The starship combat at the end of Book 1 was pathetically simple for the PCs. It would make more sense to transplant it to Book 2 AFTER the gremlins have damaged the Terminus Wild. The PCs are a level higher, but the ship's probably critically compromised, and it gives stakes to the outcome of the battle. I think I'm going to tell the players that we are running the starship combat again (only 3 of the 5 could participate in the initial battle) and see how they do - and I'll give them some extra credits as a result. ![]()
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![]() keftiu wrote:
it's an easy way for a DM to see a general monster's outlook in the context of an adventure. if you are a new DM, it's pretty helpful. what's a graveknight supposed to do in the context of an adventure, v. the role of an agathion, or a phlumf? two letters. boom. nice and easy. if you don't want to do that? if you want your agathions to fight the players in the service of a banal tyrant? then go do that. phlumfs to be the agents of the apocalypse, and graveknights the champions of the dead god of valor, seeking to avenge the murder of their hero-deity? go ahead. do that. would i rather be in the first game or the second? eh. whatevs. as long as its fun. while the trad alignment system is often maligned as a vestigial organ, i think it has its advantages. and Paizo has put out some great rules changes if you want to adopt those instead... big fan of 'radiant' / 'shadow' for instance. ![]()
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![]() Loreguard wrote:
bring back Astral Extractions! ![]()
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![]() keftiu wrote: It took Aroden, a literal god, to kill him when he was mortal; as a lich, he was able to kill Aroden's divine herald. Just a minor point... the published divine heralds in 1E were generally, iirc, CR 15. They aren't world breaking opponents - in my 1E game, one was killed by a deepcrow. TB might not have even been there when Aroden's divine herald was captured. ![]()
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![]() Squiggit wrote: That just sounds really boring to me, he's already overstayed his welcome. I'm not sure dragging it out even more will benefit the setting and continuing to give him endless plot armor just doesn't feel really satisfying for anyone. 100% there with you. TB going down is more interesting than keeping him around. He's had two APs centered around him. Are we supposed to be jazzed for a third? LEGACY OF THE TYRANT sounds much more interesting to me than TB3: TARN IT AROUND AGAIN ![]()
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![]() Unicore wrote:
your players, at your table, having their pcs SHOULD BE LEGENDS. what they did for RETURN OF THE RUNELORDS is called the heroes of RISE and SHATTERED 'the Sihedron Heroes'... I thought that was an interesting way to integrate them into the fiction, but like... whatever. the PCs who overcome the BBEGs in any of the APs are legendary heroes... it's not like UNITY was any less of a threat to Golarion than TB. ![]()
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![]() The Raven Black wrote: They kept TB in 2nd edition because they needed a threatening place of indisputable Evil complete with its BBEG after getting rid of the Worldwound. nah. TB didn't go down b/c people at Paizo wanted to keep him around for 'reasons' It's why the Spoiler: end of TG isn't as epic as it should be. Tar Baphon should be killed. Absalom should be destroyed [it can get rebuilt]. But there were editorial plans for Absalom - Agents of Edgewatch, in particular, but also the first season of PF2 Society already in motion. TB doesn't get killed b/c someone at Paizo wants to write future stuff with him, or didn't want to have him shuffle off stage for whatever reason. As such... kinda unsatisfying. ![]()
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![]() Michael Sayre wrote:
Razmir might just end up getting so old that he transitions to lichdom naturally. Just sort of pickles into undeath. ![]()
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![]() Azlant Strikes Back... set the whole thing in the islands of Azlant, w/ maybe a volume or two in, say, Varisia or Rahadoum/Mediogalti, where the players are pirate hunters to start, pursuing their quarry into the shattered islands... there they find SOMETHING messing with ancient Azlanti technology/secrets... there's time travel back to pre-cataclysmic Azlant... and finally the AP goes into the abyssal depths where the agollthus or daemon-tainted underdwellers rule. ![]()
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![]() Morhek wrote:
iirc, and it's been a long time since i read the supplement AQUATIC ADVENTURES, but aren't there some interesting things hinted at going on in that ocean between Casmaron and Tian Xia? Maybe they are connected to some kind of aquatic civilization, whether for good or for evil? Perhaps some branch (accursed ? treacherous ? righteous ?) of the old imperial family went into exile there? ![]()
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![]() Squiggit wrote:
he's better if he just keeps getting older and more desperate. that's the theme of the villain, and it works. ![]()
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![]() We lost 2 PCs at the end of Book 2. One was replaced by a new player - I let that PC come in w/ an obol. The other was a replacement PC (player didn't like his build) - she DIDN'T have an obol until certain events in book 3. B/c of how book 3 is set up, it wasn't an issue. But once you get to those particular events and ESPECIALLY in book 4 (we are there now) I can't imagine having PCs w/o that cushion of safety. There's a couple of TPK machines in Book 4 - adding more b/c of lacking the obol? I don't want to GM that game. ![]()
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![]() PossibleCabbage wrote: It's just that if Tar-Baphon's soul cage were a normal lich's Soul Cage (like a fancy box) there'd be no reason to underline its obscurity the way they did. They're not going to ever tell us all of the mysteries ("what happened to Aroden" is just never getting spoiled) but there's some things they need to explain eventually (like "why exactly was Galt so unstable" for example.) they did the latter already. ![]()
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![]() PossibleCabbage wrote: The Mythic AP might be to find and destroy TB's soul cage which would absolutely prevent Tar-Baphon from menacing the countryside as he has more pressing issues (finding his soul and putting it back in the box). It's "wherever Urgathoa put it" so it's probably not anywhere safe for less than mythic people. Plus, I imagine they have a fun answer to "nobody even knows what it is" that they'd like to make public eventually. well... i mean... I know where it is ;-) but then again... I'm the DM. ![]()
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![]() PossibleCabbage wrote: It seems unlikely that the PCs are going to be able to put TB away for good forever. After all, it's canonical that Urgathoa is protecting his soul cage. You can probably put him away long enough that you and several generations don't need to worry about him though. This is explicitly the 'mythic' thread. What you've described is a 'mythic' undertaking. Quote: Not every story that's intrinsically linked with Aroden needs to be strung along indefinitely. Like the Eye of Abednego opened up on the day of his disappearance and that feels like a problem/mystery we could (re)solve. oh yeah, i agree. heck, extinction curse has big Aroden energy. Quote: I feel like the natural next "big threat" after TB though is "the algollthu are up to something." there's plenty of them out there - new, insurgent runelords... innumerable ancient threats... dangers from the Darklands... dunno if there's a need for a replacement 'big threat'... although the Dominion of the Black might be fun. I think if the plan for Paizo was to have a 'big bad' for 2E, then Jacobs or Mona would have been sprinkling hints through the published APs, and at least in my cursory reads through, they haven't been. long, short: i just want the second Azlant AP where the players meet the fossilized ammonite god. ![]()
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![]() keftiu wrote:
respectfully disagree. 1 - TB was the archenemy of Aroden, who is even in his absence, the central figure of the setting 2 - TB was the center of an entire AP - Carrion Crown - before he was the BBEG of the final AP of 1E 3 - 2 entire countries were basically written around him - Ustalav and Lastwall. 4 - are we supposed to have a third TB AP? I think it was a poor decision not to finish him off at the end of 1E. Keeping him around doesn't advance anything... heck, in the LO World Guide, he's explicitly not doing anything. His lieutenants are diverse, powerful, and interesting, and they are still around. There's plenty of other threats, as the amazing diversity of 2E APs have made clear, for heroes to tangle with. ![]()
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![]() Derision wrote:
it's really a lore book, and skewed towards players. the couple of articles on the species I've read are really good. for a DM, the NPCs in the back are pretty great though. ![]()
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![]() keftiu wrote:
didn't happen for 1st edition, unfortunately, unlikely to happen for the 2nd. Quote:
There's a hook at the end of GIANTSLAYER about a dream gigas who might begin intruding into the world of mortal dreams. That might be pretty cool. But probably not high level enough. ![]()
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![]() Scootloops wrote:
so... Pretty much everyone on the Chimera visibly died, but... I started off the AP w/ the captain arriving with a companion, who the security chief waived off... made it pretty noticeable for the players... she was Spoiler: dunno if it worked or not.
swapped in for the insane bug guy in book 2. This was my intent to clue them in further that they were never 'in space' ... The captain's Spoiler:
real self was found instead of the hybrid reptoid in Book 3 (I couldn't think of a single thing to do with this throwaway encounter which seemed more like an excuse to toss in a bestiary monster than anything else). He escorted them through books 4 & 5 before stealing their ship when they reached Absalom Station... literally the guys had just walked off the ship and one of the players said... 'should we do something about the captain...' and that's when my fiendish plan went into effect. He announced that he was taking their ship to find his real ship. Finally, Luzo was broadly despised by the players for the 'chipper' attitude I gave her. She was the only member of the crew & passengers who didn't die in front of the PCs... at the end of the AP, one of the PCs who had joined the party in Book 2 was revealed to have been Spoiler: We'll see what happens to him if we ever run Devastation Ark.] re-captured by the grays, and she was the face of said plot. ![]()
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![]() Tusk the Half-Orc wrote:
i did the same thing [but i think that's suggested in the text]. if you don't, book 2 is pretty punishing, esp. since they've just gotten done w/ what should have been some brutal damage and some fighting - we almost lost a PC in the scramble for the shuttles. ![]()
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![]() keftiu wrote:
https://pathfinderwiki.com/wiki/Vourinoi ![]()
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![]() Paranoid Android wrote:
you are correct: the AP does say that snowstorms are discretionary. but, the 1st encounter is described as "This encounter takes place near some snow-covered hill banks." Snow comes up repeatedly in the encounter descriptions. it's pretty clear from that flavor text that the Brinnoa/Sahtor regions are snowy areas. Ultimately, I ended up cutting down on the number of fortitude saves after a player said, rightly, "this isn't fun" he was, of course, playing a dwarf. ![]()
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![]() Master Han Del of the Web wrote: I, too, would like to know this. I splurged on sets for all my players to use in the final session of Dead Suns and would like to do so again for Fly Free. Pretty sure it's a dead line... for both Starfinder and Pathfinder, just like the pawns. Alas. ![]()
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![]() Virellius wrote:
i like that take.
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