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kregk wrote:
Narsegius could be tied up with any kind of malific force on the surface. He's been actively evil for a long time - maybe the father and Narsegius have old scores to settle against each other. The father was part of an adventuring party which did X and impacted Narsegius with Y. Maybe they were hunting worms in the underdark and stole something that Narsegius wanted... have the player come up with some weird 'darklands' themed macguffin which was always in the family house and father always was a bit evasive about how he got it. When the house is destroyed, THE THINGIE is missing.... Personally, I'm bringing Narsegius into the AP in Book 1, as a guest of the Tolorr Festival. He's a scholar, and not everyone at the festival is exactly of sterling reputation. Maybe the PC is there at the festival, his father's there... sees his father arguing with Narsegius... then all the STUFF happens... and when the PC & co. are done with the stuff... dad's gone. And he's found dead. And ole N's got a smile on his face and nothing connecting him to the crime. BOOM. You gotta hook, you gotta motivated PC. You gotta balla villain. For the other PCs what 'backgrounds' are they looking at? These are really important tools for storytelling and shouldn't be ignored/disregarded.
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DeJoker wrote: Has anyone created a complete list of the things that Resolve Points can be used for. I know there are some general uses and some specialized uses but has anyone consolidated a list of all the Class Features with their Class that use Resolve Points or know of someone that has done this? Not in one place w/ every class. That wouldn't really be helpful. A list of non-class, non-core functions, which are optional uses of the resolve points can be found in the back of Starfinder Enhanced.
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Paizo has THREE of these same characters: Arazni, Nocticula, Shorsen Each of them is IRREDEEMABLY EVIL. One is a bloody handed tyrant manipulator and schemer, the other is a DEMON PRINCESS, the last has controlled the bodies of others for millennia to do what they want, and advocated that more of this is better than less. They do like, one kinda altruistic thing, and BOOM. REDEEMED. They make for fun villains. They do not make for fun patrons. As for me, Arazni is PERMA-DED in my homegame. She ain't gonna make that transition to divinity.
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ElenionAncalima wrote:
are you only looking for people who have completed the AP? I'm GMing but we are still early on.
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GM Cthulhu wrote:
I spent an hour building out an excel sheet to model them crawling up the side of the mountain b/c I was CERTAIN that no one had fly. And then the darn bloodrager busted out the GRIFFIN from Book 2! So... of course I had the dragon come out at the worst possible time, blasting the griffin out of existence, with one of the PCs on top... in midflight. We had a lot of fun.
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Lia Wynn wrote:
I ended up reducing the leeches to 'weak' making them CR 1. The Lady still brought down the cleric [everyone learned that nobody else had any healing ability, and only the spending of a hero point saved the Thaumaturge, who was in the Lady's grasp [a successful acrobatics check got her our]. The kineticist leaped on top of the Lady and pulled out the last remaining leech. The gunslinger managed to kill both leeches, and Pearlcask dragged the cleric out of the Lady's claw and to safety. anyway, I'd recommend altering the combat as I did if your PCs enter it at level 1. I probably wouldn't recommend any changes at level 2. Everyone complained about the Foundry dice roller, this session [only our second on Foundry]... until the Basilisk challenge, when our gunslinger could not stop crushing it. Won the game for the Hodags!
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Allen Cohn wrote:
They might find out that she's lying about that part, sure. But that same successful check would tell them that she's not lying about going after Tar-Baphon, and that she's confident that her plan will work. It would also tell the PCs that she's not planning to betray them or wishes them ill.
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Allen Cohn wrote:
They walked. It takes awhile. Castle Fanum's mundane warehouse was really important helping them get to Gallowspire. I set up like... 2-3 "random encounters" each between the Bastion, the Castle, and "The House of the Servant of the Master", which was Gildais' manor, inside an abandoned Whispering Way-populated town right above the valley of Gallowspire, [which served as a resting place for the PCs (as well as other things...)] I just used some of the encounters from the book as the basis for these. I set the AP in the middle of winter [there's a Golarion analogue to the Day of the Dead, but it is the last day of the year, and I figured Tar Baphon would find it fun to start his plot on that day... and the next day is the anniversary of the ascension of Aroden, so he launched his plan on New Year's Eve...], so they were always encountering weather hazards.
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UnArcaneElection wrote:
instead of an AP, one of those new adventure books w/ 4 seperate adventures might be more fun for this concept.
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Souls At War wrote:
This. There's zero opportunities for shopping between midway through Books 3 until the start of Book 5. So, there's gotta be a lotta loot.
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John Mangrum wrote: Last announcement I saw was that the APs (now published as single volumes) and standalone adventures would be rolled into a single Starfinder Adventures subscription, which would reportedly consist of 2 to 4 releases per year. With the bi-monthly AP schedule while those were being published, we were getting 1 AP and like... 2 stand-alone adventures?... a year. That's a pretty solid schedule for adventures, at least for my table [we finished 2 6 book APs in ~42 months...]
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So... had some second thoughts about THE LADY. She's great. But boy oh boy... them leeches. At CR 2, w/ 2 of them, their AC, w/ cover is NINETEEN. That's just unconscionable, esp. while the PCs are dealing w/ the crab. As I have ruminated on this a bit, I think it would be best if the WEAK template were slapped on them, reducing their HP to 22 and reducing their AC under cover to a still very high 17.
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Lord Fyre wrote:
Save us oh Lord, from the wrath of the North men.
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GM Cthulhu wrote:
Sure. The Witchgates keep that from working. Boom. Done.
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AvarielGray wrote:
the cathedral can have scrolls, potions, whatever. i had a cameo from the Herald of Iomedae which bought them time from the evil bat monster [i had it attack them - they were about to get iced within 3 rounds before the heavens opened up (the herald, of course, got got)]. Make it fun. But KEEP THEM MOVING!!! The world is coming to an end. Nap time can come later.
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UnArcaneElection wrote:
A Runelord striking north into the Linnorm Kings would be a fun Viking-based AP.
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AvarielGray wrote:
There is no good spot for a rest: they are going to push through to the Sealbreakers, and when they confront the bad guy BOOM! the apocalypse happens. It's supposed to be brutal. Play it up. They CANNOT REST once the apocalypse happens or you will lose all sense of danger / immediacy. As for SKT: they are not written in. There's a part early on when the party meets some Knights of Lastwall, and having just wrapped TG, I added them as cameos.
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The Raven Black wrote:
not to mention what happened only a few years ago...
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Leon Aquilla wrote:
This was also my major grip with Dead Suns. That being said, be warned that mileage may vary. I saw Books 4 and 5 of ATTACK! as being the heart of the AP, and as I had a Priest Shirren Precog in the party, everything led up to the titanic clash in Book 5. The actual boss in Book 6 turned out to be much more of an afterthought. Every single AP which Paizo has ever done relies, for it to be successful at a table, for a DM to customize it for that table. They can only try to put together a good set of adventures with some connective tissue. But for it to be successful, it will always require a DM, working with their players, to customize the story to the table it's being played at.
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magnuskn wrote: So, I gotta ask, is Trunau and their hopeknifes still a thing in Belkzen? Because if that lore hasn't been quietly shuffled beneath the carpet, that stands in pretty stark contrast to these more honorable Warcraft-y orcs we have been presented with lately. As Tyrant's Grasp started off pretty close to Trunau and I had a half-orc PC, I added some of the Trunau / hopeknife lore to the story. One thing a DM might do is consider that the 'frontier' orc tribes [like the ones which attack Trunau in Giantslayer, and the Twisted Nails who burned down Roslar's Coffer] are the wild, savage ones. They stand in contrast to Ardax and the ones in the interior of Belkzen. I suspect that the savage orc v. the settled orc might be a major vein through the AP.
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NoxiousMiasma wrote:
it's the "monster ancestry" AP. hobgoblins, gholos, orcs, goblins, etc. battling undead, abominations born from a dead god's blood, and other evils (I assume) in a savage land of horrors. man wants to be a hellknight centaur, more power to him. I would say though that in many Paizo APs the maps are TEENY TINY. Check w/ your GM if you should play a large PC before committing to the concept.
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It's I1. If you look at the map there's a sort of ... landslide / pit looking feature on the far right. That's I think supposed to be the slope of the pit that the adventurers descend to get into the dungeon. The encounter in I1 also makes sense as being the 'outlet' for the dungeon.
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My guys went from descending into the sewers (Level 7? I think?) through Book 4 and into Book 5 at level... 13? 14? without shopping. I was using alternative bonus progression, and nobody was equipment-based, but I'm sure they were relieved when I finally told them they could buy stuff.
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Before the player's guide came out, I was thinking a Human Diplomat Kineticist who was a survivor of the goblinblood wars, was raised by the church of Asmodeus, and is being sent by Isger to respond to Ardax's call. After reading the player's guide, I think I would go with a hobgoblin swashbuckler from Oprak.
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This looks really fun. We just started up SKY KING'S TOMB and I was thinking we'd delay that to at least take a look at the orc game. Having a blast, but boy, I do like the concept of a buncha orky-boyz smashin' hedz and diplomasyzin. Alas, I suspect that the opening will be yet another festival... which makes for four festivals starting the last 6 most recent APs... Wardens, Season, Sky Kings...
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GM Cthulhu wrote:
I'm running Sky King's Tomb, and there's a bit where the PCs meet up w/ Knights of Lastwall... and last night, guess who was there?? DONDUN DARADUN! (and Douswen Aubry) Keep pushing them!
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Zedrin wrote:
Just tell the player to come up w/ a reason during character creation about how they broke free from their sire's control. That being said, relish that sweet taste of PC death!
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Arutema wrote:
oh! fun! Think I'll enjoy receiving that in the mail! [and nice thematic continuity w/ the Pathfinder 2E GM Core!]
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Lord Fyre wrote: Any word on what (& when) will be the first Starfinder 2e Adventure Path is going to be? i suspect that it'll come out with the core rulebook, and i suspect that it will be a hardcover equivalent of a traditional 3 book adventure path.
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The_Mothman wrote: Would love having more direct or indirect sequel APs. Making a 10th (or higher) level character in second edition can be an ordeal, especially for newer players. It would be much easier to be able to bring old PCs over if the higher level APs had stronger thematic or at least locational connections. If I create a rootin' tootin' gritty cowboy for Outlaws of Alkenstar I might feel a little out of place if we end up transitioning to Curtain Call, but if I'm a newer player I might not have the system knowledge to create a high-level replacement. Or, on a more basic level I might not enjoy playing a character made for one genre and transferring them to another. honestly, i would love to run higher level stuff, but paizo should provide pregens for all their higher level adventures. it's hard to ask players to create 10th level PCs.
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Matt Clay wrote: She’s a human that hates her family in Cheliax. So I am thinking best way to hurt them back is to free the halflings. She hates her family cause her halfling nurse maid was killed and thrown away with only her caring. that works!
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NoxiousMiasma wrote: Do we have a Dominion-vs-GOO AP for 2e? It could be interesting to spend at least one book trying to either pit the two against each other so they don't squash the PCs, or trying to juggle their goals such that neither manages to start an open war front right where all the character's friends are. honestly, I'd rather differentiate them more. it's okay that there's confusion about where one starts and the other ends, but I'd just like to run brain-collectors and weird monster guys intent on conquering the planet, maybe? Some of the "Continuing the Campaign" threads from 1E have great tie-ins to the Dominion that I'd like to see explored in future adventures.
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Niktorak wrote: It's the same with Patrick Rothfuss's The Kingkiller Chronicle by the time book 3 comes out it'll have been 14 years... That's just too long for me to care anymore. dropped that series halfway through book 2. what a miserable slog. bought it hard cover the day it released when i had very, very little money. never, ever, ever, ever, ever, ever, going back.
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Yeah! Do it! I'd love to have a direct sequel to something I haven't run [HONEST!]. If the guys want to play a high-level AP we can open it up and there'd a wealth of NPCs, themes, etc. to mine from an AP which we haven't even run.
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I'll likely never play again - alas, permanent GM - but I was thinking a Skeleton [fodder] Amnesiac Witch [The Inscribed One] Dim would be an OLD skeleton. One passed down from owner to owner since time immemorial. He's covered in inscriptions from various owners trading him back and forth. He's barely conscious. But as he's leading the party to the farm, a famished, dead raven alights on his shoulder and... SOMETHING sparks him when the battle with the cow breaks out. He starts getting more articulate, more powerful, begins casting SPELLS? He starts to remember, over the next 20 levels, his dark and terrible past, the vile crimes he committed, the bargain he made, and in the end, leaves the party never to return to Geb, but instead, to collect on his end of a deal struck before Earthfall...
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Matt Clay wrote:
She's a bellflower agent who wants to help halflings b/c she doesn't think that their forced servitude is right. Boom. Don't overcomplicate things. The calistrian part can play into her being a bit tricksy with stuff.
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GM Cthulhu wrote:
imho, the PCs cannot rest in this part of the adventure. They are in the middle of the end of the g'd world. Maybe the DM can take the foot off the pedal if it's looking dire, but I dunno. I pushed my guys hard and they were feeling it, but in the end they got to the boats alive if barely, and that's what I was going for. I've started telling my guys ahead of time that certain dungeons / set pieces are not going to be areas where they can rest Like... "Sure... you can try to rest... but I'll just send a monster to attack you. And then do it again. So figure out how to get through this with the resources you have." We had a lot of fun shooting the ballista. Especially as I changed around the monster and foreshadowed this starting in Book 1.
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BobTheArchmage wrote:
Started running DEVASTATION ARK for Starfinder, and I realized that this might be the last time I get to run some fun SF1E enemies, so I started off the AP with a homebrewed attack on the PCs starship by the Dominion of the Black. Long / short: They killed one of the PCs and the player rage quit. So... yeah. Gimme more Dominion. They are awesome.
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Mammoth Daddy wrote:
the serpentfolk are also the leading villain in the Darklands these days.
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So... back to the gnome... I think I'm going to foreshadow her as described above, and then have her follow them to the ruined city in Part 2. They can then have an encounter with this mysterious stranger, and have to... rescue her? in Part 3?
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