Kaklatath the Seeded

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Metaphysician wrote:
Hopefully some book includes a full list of NPC species subtypes so that Herolab can actually let me make NPC Nuar. :p

interstellar species has nuar.

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Working on this myself, good to find this thread. Pyre -> Furnace and Rack -> Eclipse makes a lot of sense.

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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:
Elegos wrote:
I'd like to see a consistent AP schedule again.
After Drift Hackers, I think Paizo's plan was to go to hardcover APs for Starfinder. That will take care of any monthly skips in getting the individual part of an AP. Another big advantage, the Dead suns hardcover is 87$ less than getting it separately.

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:

Sounds like good news for anyone that hasn't played it.

I found it a little disappointing when I ran it for our group that Treading History's Folly and Heart of the Foe were in the 3-6 range AFTER Honorbound Emissary was in the 7-10 range. It literally made it impossible for a single group to play through it in order (without being stuck running in a leveled down, less credit manner).

We took our saved Scoured Stars Veterans we saved and sent them on part 7 and 8 so that we could follow the level range. Still, making it designed for a single party will improve the experience.

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:

I feel like the 10% resale value shouldn't really be making you dependant on useful equipment dropping from your foes, you still are meant to be getting your WBL with things you are likely to sell being assumed to be only worth that 10% when gms do their adventure planning. Are gms for some reason ignoring the WBL section and assuming most dropped gear is worth full price towards WBL or 0 if players are unlikely to pick it up to begin with?

From what I've seen it just does what it says in the book. Discourages players from trying to loot everything enemies have, because that's sort of weird in a sci-fi or modern setting.

If your gm is considering gear people aren't going to be using as big parts of their rewards.... then that's them screwing up, not the game.

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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played this last night. really solid scenario. definitely recommended.

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Aaron Highcolor wrote:
Why is it nearly a 190 megabyte download for the single file choice? That’s almost 10x the size of others.

this was a pretty serious issue for Starfinder as well. not that bad though....

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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:

Earlier in this thread there was a discussion about whether or not to use the planar traits that belong to the Boneyard. The issue was that the Boneyard's Timeless trait, if used, prevents any kind of natural healing, which can become a desperate problem (especially for PF1e) to groups without magical healing. On the other hand, not using the Timeless trait subjects the party to a world with no food besides what happened to come with them when they arrived.

Now, if you wanted to use the Timeless trait, you have the option of pretty easily handwaving the healing by making it a weird interaction of the obols--it's not so much that their bodies are healing naturally but the energy of the obols is doing something weird which allows them to heal as if naturally.

On the other hand, I just happen to dislike the Timeless trait for no good reason, so if you happened to forget planar traits and were concerned about an explanation for food, this idea popped into my head last night: We already know that when a tomb is consecrated, it is duplicated in its entirety (apparently right down to the paints and construction supplies) left in the tomb. Meanwhile, in many cultures around the world it is customary to leave offerings of food for the dead at graves etc.

My suggestion is what if there is food in the Boneyard. The souls of the dead don't need to eat, but what if loved ones can leave offerings for them to make their afterlives more comfortable while awaiting their Judgement? Sure, nobody could possibly have left any offerings for the townsfolk yet, but there may well be food to be scavenged somewhere. Besides which, if the psychopomps created a duplicate of the town, its possible there's some kind of food somewhere in the town (though you could just as well twist this by saying that since it's only duplicate food, it's tasteless, and only food made out of the energy of an offering has any taste--perhaps it even tastes like the idea of food, just to make things even weirder).

I'll...

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:

I can give it a shot.

First off, the guards are lax to begin with. If your players haven't alerted anyone during their investigations, they can say almost anything and be believed as long as most of them look Azlanti. Just follow the guidance in each room and they should be able to get clearance to the normal prison cells without issue. If your players try anything, just assume they're on camera and have to make a Stealth check.

Increase the tension a little when they actually get to the cells. They guards will check their clearance, and have them make a Bluff check even if the guards will still believe everything.

If they want to check out the room where Cedona is, I would have the guards at the hub warn them that the warden didn't want to be disturbed, but be easy to convince that the warden can deal with the PCs.

The warden's room is soundproofed and she won't raise an alarm, so that's not an issue. But coming out with Cedona is odd, so that will almost certainly lead to a fight. There will probably be reinforcements coming as they free the other prisoners.

The robots patrolling the hallway can be fooled easily if disguises are still up. If they missed hacking any cameras, then the security station will be waiting for them and may get the robots to attack them anyway. If they didn't, then they could get away without any more fighting. The right disguise or attitude could get the guards at the airlock to let them pass without stopping them, but that last camera at the airlock probably didn't get hacked, so you could have any guards that were bypassed come running up for another fight, a chase, or just a narrated escape as they ineffectively shoot at the party's ship.

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:

Reanimating this undead thread.

I swapped around this story a bit to provide some tension and a bit more background politics.

1. On the ship travel in part 1, people are dying. If the party moved past Lynmari in book 1, its the ooze behind it. If not, there's a single (custom ninja) Swarm behind it.

2. It's always raining in each mission. With that in mind, I replaced the apartment fire with trying to prevent the Reckoners from blowing up the seawall.

3. The unrest is such that any missteps by the PCs lead them to being the target of protests by people who don't care for the leading military presence on Ultraneus. Like if they go into a Reckoner meeting guns blazing.

4. The Reckoners needed to be more of a threat. To that end, they weren't all rounded up and at book's end, one assassinates Commander Najiri.

This leaves the PCs under political pressure and without their chief defender. Government leadership - including several surviving generals - are only too happy when a recently appointed advisor to President Daglaan suggests shipping them on a suicide mission to a distant planet behind enemy lines to investigate something the priests of Hylax are hot to have someone look into.

Which is how Loachwurt shows up again, this time with the upper hand as chief advisor on the Swarm to the (corrupt) president.

5. I beefed up Sister Spark's role and power level a bit. She also has acquired a pet Swarm that she keeps behind a forcefield and has been "communing" with. If the PCs keep her alive, we get a great Joker interview scene with her and she gets a recurring arc from here on.

Backstory: President Daglaan has also been dreaming about the Swarm and eventually he has her released in the background of book 3-4. She becomes his spiritual advisor as she begins to show the God Host how to "consume" the minds/souls of sentients. And then her psychic form shows up in book 5 in the place/role of the Hive Mind Avatar. Killing it kills her and the backlash also kills Daglaan.

Daglaan is...

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:

The mutation points are the core mechanic of the class. I SHOULD be gleefully wracking these things up and making a skein of yarn football play for how i'm going to build/fight to get MOOOORE of them before unleashing them

Not "meh.. i think I can make one of these kinda not terrible with some feats..."

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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used the mahoi ray companions for a water battle last night. people had fun.

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played through 90% of the caverns last night. a really solid dungeon. loved how it was built to reflect the Shirren / Hylaxian faith and tied into the larger meta-plot of the AP.

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Darnit, why does this look so good? My players are gonna wanna do BLOOD LORDS, but I'm gonna have to really make hard call here.

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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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If they are from Lastwall? Probably every single important bit of it. Beaten into them like the American Revolution is beaten into American school children. If they aren't? Probably the high notes.

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Pallid Sunrise's statblock has an extra set of claw attacks, which shouldn't be there.

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the cover art is pretty awesome

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keftiu wrote:
Gortle wrote:
PossibleCabbage wrote:
pauljathome wrote:
So, this thread made me look up what Gygax had to say on alignment. I hadn't realized he had those opinions. Explains a lot :-).
A lot of the problems in this hobby harken from how we've been dealing with that guy's issues for the past 30+ years.

It was a different game. A harsh detailed game designed to be a deadly challenge. It wasn't designed to be fair. It was a war game between Law and Chaos, then later on Good and Evil.

...which the modern d20 fantasy genre is not, so I don't understand why we're still saddled with the damn thing.

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:
Captain J.T. Kirk wrote:

An adventure with AbadarCorp and thus the Church of Abadar as the Antagonist.

SciFi games with Mega Corporations as an antogonist is a common theme in a lot of SciFi

RoboCop, Cyberpunk Red & Cyberpunk 2077 well known examples, but even Pixar's Wall-e shows Mega Corporations being EVIL.

So having an adventure with THE MegaCorp as an antagonist just makes sense.

Well technically, EJ Corp is supposed to be the MegaCorp that is a big bad almost outright evil.

Abadar is supposed to, while not outright Good, is not supposed to fall in the truly Evil camp. While I wouldn't think it would be hard to potentially find a circumstance in an AP like you mention where you could arrange for AbadarCorp to fall into the scope of a minor antagonist for playing a big roll in say a single volume, (perhaps the player have to hit EJ corp where it hurst in some sector, but it is somewhere that they have contracts with AbadarCorp on, so taking out EJ Corp on those particular things pit you against AbadarCorp resources as well) but I think making it (AbadarCorp) 'THE' primary antagonist for he whole AP pushes the intent behind AbadarCorp. (unless maybe we are talking an Evil AP, or an Anarchist AP).

Revisiting EJ Corp with another AP doesn't sound bad. I just don't know if the first AP, after the players presumably win, if that was somehow supposed to bring about the end of EJ Corp. However, given the nature, I thought the answer was no. That primarily the players had a conflict with a particular leader in EJ Corp. So one of the goals was to unseat an executive of EJ Corp, not necessarily destroy all of the megacorporation.

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:

I don't think it is a good idea for the setting for some mysterious Heroes to be the ones to finally put an end to Tar Baphon. Maybe defeat him back to his phylactery, but finally put him down is homebrew material, not official cannon material. Baphon is so tied into the mythology of the setting that it is pretty much impossible to imagine the scenario where the people who defeat him do not become gods, or at least the stuff of absolute legend, and the problem with PCs as truly epic, legendary heroes is that the setting cannot reflect those heroes because they must remain completely faceless and largely unremarkable to the world.

Wrath of the Righteous has a bit of this problem too, but the Worldwound to most people on Golarion was just some place where a lot of demons were gathering to do nasty things. I imagine most people don't even think of demons as organized enough to actively plan something like the worldwound, so the full scope of the threat to most folks not intimately tied up with the crusades probably weren't aware of the major players involved. In the cannon, Deskari and Baphomet survive, they just probably have no more role to play in Golarion. Closing the Worldwound was a great mythic adventure because it feels cosmic in scope, but to most folks around Golarion the credit is probably largely going to Queen Galafrey and the crusades as a whole. That there are some incredibly powerful heroes that have completely disappeared from the world afterwards is probably mostly the stuff of legend and myth that most will dismiss. Tar Baphon might eventually be permanently defeated, but I feel like that would be something that PFS does as organization or is handled narratively between APs.

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:
The Raven Black wrote:
Ched Greyfell wrote:
Yea. I definitely think he would stack the deck before he did anything. At least with sun orchid elixir, he can be quasi-not mortal.
Indeed, but he could not get a dose at the most recent auction. Hence his current gambit of taking the Starstone test. Desperate times and everything.
Not to mention the archlich threatening most of Razmiran's western and southern borders, as well as the world at large. Sun orchid protects you from old age but not the ravages of undead hordes and continental devastation. The longer you live, the more you have to lose when a sapient apocalypse shows up next door.

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:

What do we think could be done with Kaladay? It's a nation founded by Tian colonists on the eastern coast of Casmaron which reluctantly allows traders from further west to sell their goods in markets for resale across the ocean, but are described as "xenophobic," though whether that xenophobia is an exaggerated insularity or official policy, and why, is unknown.

Geopolitically, I like to think that Kaladay are doing to Tian Xia and Kelesh what the Parthians did with China and the Byzantines - making them buy and sell their own products. From memory, Parthia would buy Chinese raw silk and sell it to Rome, which refined it into silk cloth. The Parthians then bought this cloth and sold it to China, who believed the Byzantines had their own source of silk or that it was sea silk. And it got away with it because it didn't allow traders to cross its lands, forcing them to use it as a middleman.

Otherwise, Kaladay seems like pretty much a blank slate. It's clearly powerful and wealthy. Solely based on the name, and with no actual knowledge of the involved culture other than living next to it as a kid, Kaladay sounds vaguely Malaysian, and Malaysia has a history of being influenced by Buddhist, Islamic and Chinese cultures as their reach waxed and waned. I like the idea of Kaladay being where Iroran priests spar with followers of Sun Wukong, and Sarenite clerics jostle with monks of Shizuru over who better represents the nature of the sun, where Divs and Oni try to muscle in on a Rakshasa-run black market, where Vudran bulbous domes and Keleshite arches and minarets meet Tian pagodas, and its merchants politely but stubbornly insisting that all trade be carried through to the sea by them, while smilingly selling them "superior Tian wares" that are actually made with the same materials their customers just sold.

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:

I don't see him doing the Starstone tbh. If it kills him, it's kind of a cheap way out for one of the setting's more prominent and interesting villains... and if he wins he's a god and the things that make him an interesting character are mostly gone, because gods are largely untouchable.

Maybe a story where he takes the test, fails, but survives and there's fallout in terms of a negative impact on his legitimacy or accusations of the test being tampered with by outside forces or something along those lines.

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:
Yakman wrote:
keftiu wrote:

Obviously, Tar-Baphon needs to get smacked down, likely as the climactic end to the edition - which opens the door to other storylines!

didn't happen for 1st edition, unfortunately, unlikely to happen for the 2nd.

I mean, Tar-Baphon wasn't even a thread on the board until the final Adventure Path of 1e; I figure you finish one edition by getting him out, let him be big and scary for an entire edition, the knock his head off as the glorious finale... until the next iteration of this thing, anyway.

Not that I'm in any rush :)

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:

Thanks for the replies.

Overall it doesn't look like it's a product meant for me, hopefully others will get a lot out of it.

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:

Obviously, Tar-Baphon needs to get smacked down, likely as the climactic end to the edition - which opens the door to other storylines!

didn't happen for 1st edition, unfortunately, unlikely to happen for the 2nd.

Quote:


But I've obviously heard my ideas - tell me about yours!

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:

Coming late to the party, but I was wondering if any of y'all allowed the NPC's on the ship to live? My players particularly like Kiiv and Pahir so I'm tempted to have them continue on somehow?

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:
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' ...
dunno if it worked or not.

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:
re-captured by the grays, and she was the face of said plot.
We'll see what happens to him if we ever run Devastation Ark.]

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Tusk the Half-Orc wrote:

We finished book 1 tonight in our 9th session and the looks on my players’ faces - priceless! I’ll get it all written up soon, but I have to say that using the Pathfinder Plot Twist Cards in place of a hero point system has worked out well and provided some funny moments.

I tweaked the ending so that after they see everything they need to see through the escape pod windows, the pods automatically inject them each with drugs to put them to sleep “to reduce the strain on life support.” They’ll wake up 8+ hours later at the start of book 2 in the crashed pods - with everything as written, but having gotten a full night’s sleep.

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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Just played through, very fun.

Question... was any of this inspired by the WAR AGAINST THE CHTORR series? It's pretty close to some of the stuff in those books.

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keftiu wrote:
Yakman wrote:
i'd like a revisit of the cycle of death & rebirth elves from 1E... b/c hopefully i can talk my ex-GM into running OUTLAWS and I'd like to play one.
Can you tell me a little more about these? It’s the first I’ve heard of them.

https://pathfinderwiki.com/wiki/Vourinoi

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i'd like a revisit of the cycle of death & rebirth elves from 1E... b/c hopefully i can talk my ex-GM into running OUTLAWS and I'd like to play one.

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Paranoid Android wrote:
Yakman wrote:

Session 1 kicks off tonight!

I was going through the Long March stuff, and it's going to be brutal... did other DMs consider that the PCs overland movement is halved b/c of the snow?

It seems like that might be overkill for Level 1 PCs...

The description of the terrain doesn't mention snow, but describes the land as "empty, dry brushlands with small plateaus and hillocks". It is below zero temperatures, the sky though is described as "cloudless and the bright sun beats down."

The "snowstorm" rules detailed on the sidebar are optional.

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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huh. no Alluvion article anymore... gonna be an update in Drift Hackers?

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Nick O'Connell wrote:
does anyone know when the release date is ?

next year. they didn't specify the release dates of the hard covers after DRIFT HACKERS concludes... 1/year, 2/year?

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CorvusMask wrote:
surprised dead suns hardcover is missing the quote huh

weird, right?

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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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JiCi wrote:
Yakman wrote:
also... there were TONS of mecha options in Tech Revolution!
Yet we never got new frames, weapons and systems alongside new starships and vehicles in later books.

there's a mecha AP in the works.

patience.

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Virellius wrote:

My personal question from a world-building standpoint is: what are the -differences- between them? It seems extreme body modification, pain, chains, and black leather are shared traits inherited from Clive Barker (and wonderfully so), but what separates them?

Do they coincidentally share a visual theming, as Zon-Kuthon and many velstracs do, or do the demagogues emulate him due to his immense power? Is the way they treat beauty in pain, suffering as joy, etc; something inherent in being a velstrac and separate from what made Dou-Bral into ZK, or did they both perhaps experience or witness the same unknown that caused his unholy transformation? Is it something he shared with them after they left Hell?

In my personal world, I sort of lean to the latter; the velstracs coming to the Shadow Plane and being shown this new way, and then like disciples spreading off the share the pain in their own fashion.

i like that take.

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