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![]() James Martin wrote: I always thought the Drift was an underused concept. I want there to be floating chunks of other planes - bits of Heaven and Hell, abyssal dreadnoughts, devil-whales, chaos smurfs, a bit of everything in there. Society travel tends to be very quiet; I want the travel to be the adventure. I hope this moves in that direction. to your point though, the fact that the drift is pretty quiet permits you to have all kinds of society adventures at the destinations and not bog down the session in the travel ![]()
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![]() GreaterPathMagi wrote: Although the treachery of Rosler is not fully explained, just eluded to that he was loose-lipped with her location and attack plan against the Whispering Tyrant. Did Arazni find out that he was rumored to be contributory to her death, and come back to Rosler's Coffer to desecrate and destroy his tomb, or was it someone else? so... it's weirdly described in the book. Like... the Shrikes aren't buried there, and Roslar's not buried there, but there are other people buried there? But the Tomb is kinda not open? so how did bodies get in there? Who would want to be buried there? It's possible you could work it that Arazni famously returned to wreak havoc on the town and desecrate the tomb at some point; this would help build atmosphere for later. Maybe she wrecked the tomb, slew the garrison, and that's what allowed the orcs to attack so successfully? But why would she bother wrecking it if he's not even buried there? Or maybe she would do it just to destroy the memory of the man? Personally, I cut out most of the 2nd tomb visit... I couldn't wrap my head around who would be buried there, so the monsters as written didn't make much sense, and I wanted to move the story along. I did add something which was pretty unique to how I set up the game - an encounter with the ghost of one of the Red Shrikes - but other than that and the first major monster, I skipped it entirely. ![]()
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![]() Totally Not Gorbacz wrote:
well, also the world ending event in Traveller kinda sucked. It made it so that the best thing about the game - GOING TO STRANGE NEW WORLDS - was pretty much canonically impossible. ![]()
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![]() TRDG wrote: So your thinking of 2 more 3 parters for The drift event year to come Yakman, that I could live with but I'd still like a full press 6 part AP to wrap up this event honestly. The 'event' hasn't even been published yet. A little over-anxious maybe? Thinking about running GRAV TRAIN for my guys between wrapping up THREEFOLD and starting up ATTACK. THREEFOLD has been a ton of fun, and we are just starting Book 6, which is going to go way off the rails. Was trying to get them to play super-spies, but I think they'll just go tinfoil hats. ![]()
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![]() Diaz Ex Machina wrote: I know the adventure takes place in 4714 AR, but on which month an day does it start? Is there a set date? Or is it "at the GM's discretion"? it's at the DM's discretion. although, were it me, i'd start it in the autumn. ![]()
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![]() keftiu wrote: Worth noting the Interactive Map hasn't been updated since 2e and wasn't even complete with 1e sources; there's nothing in Arcadia, very little in Tian Xia, and you run into stuff like Sargava still existing or Holomog not being labeled. also more important things like Gallowspire... ![]()
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![]() keftiu wrote:
Precisely. 5E is what, 10x the size of 2E? Sounds like a big ole market opportunity. And as 5E's math largely collapses after level 10, publishing something that is beautiful and well-received - and ends at level 10 - sure sounds like a good product for that starved market. ![]()
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![]() given that there are massive space stations / space ships out there, you could set a whole AP where the PCs are salvagers on one of these abandoned titans. they'd have to find out its origins, battle off rival gangs, defend their prize against pirates, face its traps and guardians, and at the end, the original owners might come back... could be a great 3-parter. ![]()
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![]() Just started Book 6. The original Captain Rameem [discovered by the party in Book 3, and has been tagging along ever since] stole their ship after they arrived on Absalom Station. He's off to find the Chimera... The PCs were a bit miffed. ![]()
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![]() Yakman wrote:
as a follow-up that recommendations table in OUTLAWS's player's guide is a great tool. ![]()
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![]() Dizn wrote:
do you think that a 'get out of death free' card might be a challenge in play - particularly w/ a rogue? it might be problematic and encourage excessively risky play: "oh, i'll go get in close with a giant [bad idea] and oh well, i'll just be back next session, whatevs." ![]()
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![]() Dizn wrote: Azlanti (Rogue) – Immortal human "weapon" created by the runelord of Greed. However, unbeknownst to Karzoug, immortality came with a cost. When killed, you always return, but lose part of your identity. After the fall of Thassilon, memories of your master were lost. What little remained you wrote in a journal. Over the years you’ve lived many lives and the more you died, the less you remembered. All that remains of your past is your journal, ancient Thassilonian ruins etched onto your body, and a Sihedron ring that you carry with you. while this is a cool backstory, by allowing a player to choose Azlanti, they are mechanically much more powerful than the rest of the party. Are you sure you want to do this? Maybe tell the player that the idea is cool, but for party balance they need to have a human PC, or that they need to rebalance their ability scores. ![]()
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![]() Dizn wrote: Human (Cleric/Armiger) – Cleric of Asmodeus that grew up in Korvosa. An orphan who was taken in by the Hellknights of the Nail. #1 - what are they doing in Sandpoint? Do they know their real parent - is that why they've returned? #2 - Do they want to stay in the order of the Nail? i think understanding a PCs goals is really important to helping flesh out what you want to do with them. Right now, you need more to work with if you want a collaborative story. Asmodeus is a god of pride and slavery, a.k.a., Illusion and Enchantment. I'd tell the player that maybe they want to focus on those types of spells as the game progresses, and the tremors of the returning runelords begin changing the magical world. ![]()
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![]() Dizn wrote:
sure. she wants to be a sorcerer, then you tell her that ... cool and that you'd like her to take the 'Abyssal' bloodline, because you have a story you want to tell with that. She doesn't have to be evil to have the bloodline. But that's the source of her power. Alternatively, she might present as an elf, but be a tiefling (possibly a Pitborn/demonspawn). Of course, and this is the option you don't have to necessarily discuss with your player, if you really, really, really want to have fun, slap the Corruption 'Demonic' on her when they descend into the caves beneath Sandpoint... the closeness to the Lamashtan energy causes the corruption to emerge. When the PCs return to Sandpoint late in the AP, she can cleanse the temple and remove the corruption... if she chooses... ![]()
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![]() i always make my players fill out a "10 Minute Background" [search for "10 minute background character"] that way they develop most of the plot points and relevant NPCs. you can then connect them [or not] as you see fit. for your elf, i'd have that unnatural fertility be tied to a more benign aspect of lamashtu. ![]()
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![]() keftiu wrote:
again, it's common, not the default tongue. if your common-speaking adventurers are talking to the peasants of alkenstar they likely aren't going to get very far. the village hetman might be of more help, but maybe not. but if they are talking to people that adventurers usually talk to: merchants, nobles, quest-givers, etc., then common should be reasonable - after all, Alkenstar is exporting its products into a Taldane dominated inner-sea. ![]()
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![]() PossibleCabbage wrote:
So... Taldane is Spanish? ![]()
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![]() keftiu wrote:
it's more like a steppe. but then its also deserts and then onto the taiga as one gets north into the crown of the world. basically, it's manchuria and siberia. so lots of horse tribes. there's some settlements, but there's also: a) a shory flying city
so it's wilderness adventure land of grab bag adventure fun land i could easily see an ap where: a) players are shory ambassadors to the locals
Lots of fun things to play around with. Plus, you might be able to have this be the 'cavalier' AP where all the players have mounts or something like that. ![]()
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![]() The Raven Black wrote:
I played around a bit w/ Rahadoum for my game. There wasn't some war between religious sects, instead the Rahadoumi have always been against divine worship. They believe that their country was the first place which Aroden landed, and he gave them "The Law of Man" The Rahadoumi believe that the successor church built in Absalom is an aberration from the original teachings. They have never worshipped a god because the Last Azlanti gave them all the teachings which they need. The death of Aroden has only reinforced their antipathy for the other religions. ![]()
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![]() Kishmo wrote:
i had a lashunta pc who specialized in counseling elves who were still living w/ the trauma of waking up from the Gap. ![]()
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![]() so i've never used these, but legendary games put out a series of products called 'Red Queen' which are supporting material for CURSE. there's some side adventures and other stuff which might help out. for the specific corrupted grove, book 5 of Ironfang Invasion or Book 2 of Giantslayer might be right up your alley. ![]()
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![]() TRDG wrote:
i suspect we'll have the already announced 3 parter, and then 2 add'l 3 parters afterwards for 2023. ![]()
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![]() MicroKnight wrote: I'm a first time GM and the group is about to begin Signal of Screams after which we'll transition to Devastation Arc. I like having a prewritten foundation to help ground the story plus it has the added benefit of keeping our notoriously scatterbrained group on track. I've quickly looked through Devastation Arc and it seems like it'd be interesting for the group but another option for the final AP would be nice. I'm hoping there is another high level AP in the works for Starfinder and I can't imagine I'm the only one thinking this way. i suspect that DRIFT CRISIS will have separate APs, so we'll get another one high-level AP in the back half of 2023. ![]()
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![]() great little story. there's a little supplement at the end of one of the AGENTS OF EDGEWATCH volumes that talks about failed and prospective takers of the test. I thought it was a really good read, and built an NPC in my current game from a character mentioned there. ![]()
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![]() SpiderOrc wrote:
so how did the insanity go? we'll likely start book 6 - although not get very deep into it - in the next session... i changed the gray plot which is driving the book, so i think i can skip quite a bit of the otherwise sure to ensure shenanigans with PCs running into their "original" versions... ![]()
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![]() Perpdepog wrote: I also just realized how much smaller and more readable creature statblocks have become since the introduction of the three action system. Generally every action had to clarify what kinds of actions it took, or what the exceptions to those actions were. it's night and day. i'll never run another 1E AP again. ![]()
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![]() The Raven Black wrote:
ridiculous. humanity already has the god it deserves, and he has FOUR names... ![]()
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![]() KefkaZ wrote:
it's still something like 5 months out. Paizo really haven't announced much for Blood Lords - and usually don't, so nothing new - this far away from publication of a AP.
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