Pathfinder Adventure Path #73: The Worldwound Incursion (Wrath of the Righteous 1 of 6) (PFRPG)

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Pathfinder Adventure Path #73: The Worldwound Incursion (Wrath of the Righteous 1 of 6) (PFRPG)
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Chapter 1: "The Worldwound Incursion"
by Amber E. Scott

For more than a hundred years, the demon-infested Worldwound has warred against humanity, its Abyssal armies clashing with crusaders, barbarians, mercenaries, and heroes along the border of lost Sarkoris. But when one of the magical wardstones that helps hedge the demons into their savage realm is sabotaged, the crusader city of Kenabres is attacked and devastated by the demonic hordes. Can a small band of heroes destined for mythic greatness survive long enough to hold back the forces of chaos and evil until help arrives, or will they become the latest in a long line of victims slaughtered by Deskari, the demon lord of the Locust Host?

This volume of Pathfinder Adventure Path launches the Wrath of the Righteous Adventure Path and includes:

  • “The Worldwound Incursion,” a Pathfinder RPG adventure for 1st-level characters, by Amber E. Scott.
  • A gazetteer of the crusader city of Kenabres on the border of the Worldwound, by Amber E. Scott.
  • The search for an infamous demon hunter in the Pathfinder’s Journal, by Robin D. Laws.
  • A complete outline of the Wrath of the Righteous campaign.
  • Four new monsters by James Jacobs, Jason Nelson, David Schwartz, and Jerome Virnich.

Each monthly full-color softcover Pathfinder Adventure Path volume contains an in-depth adventure scenario, stats for several new monsters, and support articles meant to give Game Masters additional material to expand their campaign. Pathfinder Adventure Path volumes use the Open Game License and work with both the Pathfinder RPG and the world’s oldest fantasy RPG.

ISBN–13: 978-1-60125-553-2

Note: This product is part of the Pathfinder Adventure Path Subscription.

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The Standard for AP Openings

5/5

As the title, this book is everything I love about Pathfinder and the best opener of any AP I’ve played. For context, I have played one other AP from beginning to end, 4 books of another, and the first book of another.

There’s challenge! There’s scale! There’s memorable NPCs! There’s such an energy and drive here that has kept me stoked for more. Yes, I am biased by my love of paladiny lawful goodness, but that’s just a small part of what makes this book work so well for me.

As a final note, anyone who wants to whine about LGBT-inclusion can kiss my transgender lesbian ass. This book rocks.


Pathfinder or politics?

2/5

The adventure is fun, if you can get past the writers doing their best to ram the most hot-topic controversial political issues of the day down your throat at every turn. I've had to dramatically modify the fluff of two major NPCs in order to avoid political conversations I don't care to have with my party.

Stick to writing stories, guys. You're not going to attract new fans like this.


A good start

5/5

Just to get this out of the way, let me start with the following obligatory advice:

Advice on adjusting the difficulty level of this AP:
Before running this AP, I was warned that the power of mythic PCs quickly outpaced the difficulty of the encounters the AP provides. Despite taking a number of precautions to mitigate this (having players use a 10 point-buy, applying advanced templates to every mythic creature, etc), I found this to be true.

In light of our experiences, and those reported on the boards, the consensus seems to be that there are two generally viable ways to deal with these problems:

Option 1: Power-down the PCs.

(a) Don't give the PCs mythic ranks.

(b) [Optional:] Use the Hero Point system introduced in the APG, and give the PCs a number of Hero Points per day equal to the number of mythic ranks they're supposed to have. (This makes players a bit more robust.)

(c) More or less play the AP as is. (Though there are a couple of encounters in book 6 that will probably need to be made a bit easier).

Option 2: Power-up the encounters.

(a) Give the PCs mythic ranks as the AP suggests (possibly with the nerfs suggested in Mythic Solutions).

(b) Use the (vastly) upgraded stat blocks presented in Sc8rpi8n_mjd's modified stat blocks document to upgrade encounters, and then further multiply the HPs given in the stat blocks by something like (creature's mythic rank+3)/3. (For more optimized players you may need to multiply HPs even more.)

Our experience, FWIW: We played books 1-4 more or less as is, and (despite my efforts to boost and combine encounters) found books 3 and 4 to be far too easy to be fun. We then adopted something like option 2 for books 5 and 6, and found that to be much more challenging and enjoyable. But we also found that combat can take forever -- don't be surprised if you find yourself needing to spend more than one session to get through a fight.

This is good start to the AP, with an epic event to kick things off, a number of interesting NPCs to roleplay with, and a decent dungeon crawl to work through.

--Fun of playing this leg of the AP, as written: 4.5/5
--Fun of the story of this leg of the AP: 4.5/5
--Total score: 4.5/5 (rounded up).


A Solid Foundation for the Entire Campaign

5/5

The Worldwound Incursion is an extremely good start to an epic campaign. This module of the Adventure Path builds a solid foundation on which the rest of the campaign rests.

The start of the module effectively not only shows what is at stake in the campaign and what will happen if the PCs fail, it also manages to build solid relationships with many of those who will be the PCs' closest allies as the campaign progresses. The NPCs have clear, strong and differing personalities which together with their background stories make for believable and likeable (or at least entertaining) NPCs.

Furthermore the AP manages to shine a light on not only the physical corruption demonic taint brings to mortals and nature itself, but also shows how the corruption of crusaders, mercenaries and in general fallible mortals slowly destroys the very nature of the crusades and crushes all hope of victory.

Add that the story is brilliant, the combats appropriately challenging and the rewards are very good as well, and the module offers plenty of good roleplaying opportunities, whether one prefers the more serious, the over the top and funny (with a touch of the dramatic) or a mixture of both.

The only negative I can add is that for any moderately competent group the mythic rules being introduced in the end pose quite a challenge for the GM in future modules. Mythic is overpowered, there is no way around it, and in my group even the suggested alternative stat increases make for too strong a party if one wants to play the entire AP exactly as written. As the campaign has progressed I've needed to increase the CR considerably to keep combats challenging (or just at a point where they drain PC resources), but luckily the Paizo forums have an amazing reworking of higher ranking enemies/allies/neutrals. Personally I find that those reworked stats and the stronger enemies being allowed to use mythic while the PCs aren't makes for an appropriate challenge, but it would depend a lot on how experienced the players are.

All in all The Worldwound Incursion is a brilliant start to a very, very good campaign, although later modules do need a bit more mechanical tweaks from the GM's side than the average AP. The help found on Paizo's forums helps a lot in this regard though.


Excellent Start

5/5

My group and I finished this book yesterday after playing nine sessions roughly averaging 3 ½ hours a pop. We play online with 6 players.

Story: The story is great. Starts off with the big bad guys making a powerful statement. This gives the GM a chance to play up that the demons are no joke and over the course of the book, the descriptions emphasize just how rotten they can be. The writers rarely miss a chance to speak to their taste in graffiti, vandalism of statues and desecration of monuments. The story really falls into two parts, the first one isolates the PCs from the larger events but that works great to force them to build as a team, the later part of the story opens up the scene to allow the players to explore the destruction and claim some victories. I liked how that worked out

Role-Play: This was also really well integrated into the story. The book has some NPCs thrust upon the PCs right off the bat. They are all well flushed out and easy to adapt and challenge the PCs to interact and help them find their voices with these brand new characters. Later on there are more interesting NPCs presented to the PCs each of them also well flushed out with clear goals and easy personalities to interpret. Also, the story has a number of decision points that should challenge members of the party to consider their own motivations and cooperate and negotiate upon those ideas.

Combat Encounters: These were mostly good. I had to modify a little bit here and there given the size of my group and emphasis upon them to build powerful characters. My intention being to run this without mythic rules means I will frequently be forced to modify encounters so this did not bother me. If it were a standard 4 person party, I think a good amount of the encounters would be challenging.

Extras: The maps of the underground could have been a bit more interesting. As it is they look pretty generic. The maps of the city however are very compelling visually. Give you a really good sense of the damage that was done. Additionally the introduction to Kenabres allows you to set up some stuff before the events of the AP kick off, so if you feel like you need to invest your players into the city more, there is ample material to do so. The monsters at the back are also good. Mostly they flush out the ranks of the demons giving multiple options across all CRs.

Overall: Great start to the AP. I’ve noticed some complaints of this being too railroady, but I don’t think so. In fact there is a large portion of the second half of the AP which asks the PCs to explore the ruins of Kenabres. A GM could easily add or subtract encounters into this portion as he wants. So the characters have room to develop, the plot sets the stakes really high and invests the PCs into the books to come.


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Pathfinder Adventure Path, Companion, Lost Omens, Rulebook Subscriber

Sigh. Done with this thread. Thanks for the earlier discourse folks.

Shadow Lodge

Adventure Path Charter Subscriber; Pathfinder Battles Case Subscriber

Can we now focus the talk on the actual content of this volume of the AP? The backwards-forwards banter is seriously detracting/distracting from the AP content of this book.

Is this AP volume challenging?
How are the bestiary monsters? Demons of a good CR spread?
Does the last part sound good (given the fact that it should be covered in the overall synopsis)?
How much worldwound info is provided? Come to that does it even involve the worldwound as a location?
Artwork - any really good pieces that would make good minis in the upcoming set?
Also curious to see how the traits play out - there has been some discussion about the railroad nature of them. Any more info here?


There's a

Spoiler:
Demon Lord in the bestiary section. Xoveron, the Horned Prince, CR 27.

Shadow Lodge

Adventure Path Charter Subscriber; Pathfinder Battles Case Subscriber
Jim Groves wrote:
Mass combat comes into play in Chapter Two, and fairly early on. I know this to be true. Just FYI to be helpful.

Thanks Jim. I have at least 1 player who looses interest if the focus shifts away from the players for too long. Hopefully I can integrate the PC's into the mass battles so it's not an issue.

Shadow Lodge

Adventure Path Charter Subscriber; Pathfinder Battles Case Subscriber
Graeme Lewis wrote:

There's a

** spoiler omitted **

Yeah, saw that entry in the paizo blog. More curious as to whether there are more lower level demons available to use. Mind you I imagine by the time the path finishes, and with all the support material we'll be overrun with demonic material (a little like lost sakoris really)

Liberty's Edge

Pathfinder Adventure, Adventure Path, Companion, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Yes, the AP volume is challenging. There are a lot of +2 and +3 APL combats. Also some DC 20 skill checks which is pretty harsh for 1st level characters.
There isn't much spread for the demons. One demon lord, one demon (connected to that Demon Lord), one weird sin finding familiar thingy and a race of Hernes. So things to like if you hate demons, too.
The last part sounds pretty epic but this AP will have major influences on Golarion either way.
There isn't much Worldwound info, and the mnodule takes place within a single border city. Althoguh the city is nicely detailed before and after the events that kick off the module.
There are quite a few very nice pieces. Most of the full sized images would be useful IMO as minis.
The traits are enhanced at the ned in the encounter that makes the characters mythic. The traits themselves have no direct impact on the adventure that I noticed. However, railroad complainers will not like the start which starts in media res and details how things got that bad.

Silver Crusade

Pathfinder Adventure Path Subscriber

Looks like this thread is doomed to be a pro-LGBT/anti-LGBT battlefield and any discussion not touching the subject is best taken to the WotR subforum :)

Liberty's Edge

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Pathfinder Adventure, Adventure Path, Companion, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

It's two characters. For [insert profanity/blasphemy here]'s sake, it's two characters! And you only meet one of them in the second half of the adventure. Good grief, hyperbole much?

Shadow Lodge

Adventure Path Charter Subscriber; Pathfinder Battles Case Subscriber
Paul Watson wrote:

Yes, the AP volume is challenging. There are a lot of +2 and +3 APL combats. Also some DC 20 skill checks which is pretty harsh for 1st level characters.

There isn't much spread for the demons. One demon lord, one demon (connected to that Demon Lord), one weird sin finding familiar thingy and a race of Hernes. So things to like if you hate demons, too.
The last part sounds pretty epic but this AP will have major influences on Golarion either way.
There isn't much Worldwound info, and the mnodule takes place within a single border city. Althoguh the city is nicely detailed before and after the events that kick off the module.
There are quite a few very nice pieces. Most of the full sized images would be useful IMO as minis.
The traits are enhanced at the ned in the encounter that makes the characters mythic. The traits themselves have no direct impact on the adventure that I noticed.

Carefully choosing to ignore every post after this one.

Thanks Paul. Now I'm even more excited about the AP. Although with a lot of +2 and +3 APL encounters this could spell doom for my usual group of players - they tend to be a bit bull in a china shop. Tried to curb it but they just don't seem to learn.

Paul Watson wrote:
However, railroad complainers will not like the start which starts in media res and details how things got that bad.

Oh well a railroad is fine as long as its done subtly and sparingly. Most of the choices in an adventure have some degree of railroad anyway, the key is getting players to overlook it and think they were making the decisions themselves


Cat-thulhu wrote:
I have at least 1 player who looses interest if the focus shifts away from the players for too long. Hopefully I can integrate the PC's into the mass battles so it's not an issue.

Do you have Reign of Winter Book Five? There's a new creature subtype that Hodges introduces in that book that can actually really help to offer a fantastic way to more integrate into mass combat!

Spoiler:
It's called the troop subtype. It's kind of like a swarm with regular soldiers, but with a few different aspects. Honestly, it works perfectly if you want to have a cut-scene combat in the midst of a mass battle sequence, and because the mass combat rules are abstract, you can literally do them both at the same time! This is just a suggestion that I haven't implemented myself yet, but am planning to do so in my KM campaign!

Grand Lodge

1 person marked this as a favorite.
Paul Watson wrote:
It's two characters. For [insert profanity/blasphemy here]'s sake, it's two characters! And you only meet one of them in the second half of the adventure. Good grief, hyperbole much?

And it wouldn't even have been an issue at all if people hadn't started channeling this guy.

I'm ready to actually discuss the adventure myself.

Liberty's Edge

Pathfinder Adventure, Adventure Path, Companion, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Kittyburger wrote:
Paul Watson wrote:
It's two characters. For [insert profanity/blasphemy here]'s sake, it's two characters! And you only meet one of them in the second half of the adventure. Good grief, hyperbole much?

And it wouldn't even have been an issue at all if people hadn't started channeling this guy.

I'm ready to actually discuss the adventure myself.

It's certainly going to be a tough one. As I said, I think my players may be terribly inclined to stuff at least one of the NPCs down a dark hole and bemoan his tragic fate inthe collapse. It will also be tough on those who charge in without thinking as they'll get ripped apart by some of the encounters. I mena, the villains are actually thinking about defensive strategy at some points. Surely that's unfair?

I think the mini-sandbox of new Kerebes will be fun as well as they'll realise if they draw too much attention they will get squashed until they hook up with the Eagle Knights. Well, I'd HOPE they realise this. Some PCs are far too confident of their plot armour. And after the mythic power-up they might have a point.

I also think many parties will struggle to earn devotion points. Which I suppose is the idea. Only those who go above and beyond 'kill the cultists and take their stuff' will merit the Inheritor's personal attention at this stage.

The three NPCs you're stuck with are a nice mix of annoying and useful. They have quirks that will drive players up the wall if they get out of hand, but they all contribute. The enhanced backstories will be very useful to flesh out the interactions and I like the idea of a cadre of NPCs who will continue to be reelvant, although I odubt essentuial given the risks of the game, to future modules. It will be good for the players to have their former allies react to their newfound status.

Grand Lodge

Paul Watson wrote:
Kittyburger wrote:
Paul Watson wrote:
It's two characters. For [insert profanity/blasphemy here]'s sake, it's two characters! And you only meet one of them in the second half of the adventure. Good grief, hyperbole much?

And it wouldn't even have been an issue at all if people hadn't started channeling this guy.

I'm ready to actually discuss the adventure myself.

It's certainly going to be a tough one. As I said, I think my players may be terribly inclined to stuff at least one of the NPCs down a dark hole and bemoan his tragic fate inthe collapse. It will also be tough on those who charge in without thinking as they'll get ripped apart by some of the encounters. I mena, the villains are actually thinking about defensive strategy at some points. Surely that's unfair?

I think the mini-sandbox of new Kerebes will be fun as well as they'll realise if they draw too much attention they will get squashed until they hook up with the Eagle Knights. Well, I'd HOPE they realise this. Some PCs are far too confident of their plot armour. And after the mythic power-up they might have a point.

I also think many parties will struggle to earn devotion points. Which I suppose is the idea. Only those who go above and beyond 'kill the cultists and take their stuff' will merit the Inheritor's personal attention at this stage.

The three NPCs you're stuck with are a nice mix of annoying and useful. They have quirks that will drive players up the wall if they get out of hand, but they all contribute. The enhanced backstories will be very useful to flesh out the interactions and I like the idea of a cadre of NPCs who will continue to be reelvant, although I odubt essentuial given the risks of the game, to future modules. It will be good for the players to have their former allies react to their newfound status.

The defensive strategy of the villains is a really nice change. Too many adventures have the limit of an enemy's defensive strategy be "tries to escape when they reach 5 HP." Given the amount of damage a PC can dish out, they should be defending a lot more carefully and trying to bug out with a much bigger HP cushion.

Shadow Lodge

I was kind of curious how that will be handled as well, particularly if one or more people do not survive. A lot of them are described as the last of this or that in the area, and it does seem that the story would need to change significantly if any of the NPCs are not around after say the midway point onward.


Cat-thulhu wrote:
Thanks Paul. Now I'm even more excited about the AP. Although with a lot of +2 and +3 APL encounters this could spell doom for my usual group of players - they tend to be a bit bull in a china shop. Tried to curb it but they just don't seem to learn.

Though, to counteract the power of the encounters, the AP offers NPCs that pack quite a bit of punch:

Spoiler:

You begin allied with a Level 3 rogue and a Conjurer 5/Riftwarden 1. And in the final part of the AP you can have a Level 5 paladin and each character potentially can have a CR 2 (equivalent of a Level 3 character) cohort. Also, there is a LOT of magic treasure (such as expendable healing items, outsider bane arrows, and a minor artifact sword) that power-up the party. Heck, the very first scene gives each PC a minor artifact after virtually no effort.

In fact, this must be, by far, the highest-powered Volume 1 of any AP Paizo has ever published. Of course, it is appropriate for a Mythic campaign. I'm not sure how I feel though, about how generous the AP is with XP specifically (including its suggestion on page 5 not to reduce the PCs' share of XP even when they are supported by significant NPC firepower). The designers definitely had the goal of getting parties to Level 6 (an important milestone for several reasons) as quickly as possible, come hell or high water. I'm guessing this volume will have the feel of being on the Fast XP track as a result.

I think the "this is what happened to you" introduction has me concerned about how to make it memorable and exciting in play. I'd like to know in the GM Reference thread if anyone has any thoughts or suggestions on this.

Shadow Lodge

Well, with that in mind, it has also been said that this AP will also be the first to go all the way to level 20 in the end, rather than 14-16ish like most. It sounds like they are trying to incorporate a lot of new tactics into this one.


Pathfinder Adventure Path Subscriber
Paul Watson wrote:

I think the mini-sandbox of new Kerebes will be fun as well as they'll realise if they draw too much attention they will get squashed until they hook up with the Eagle Knights. Well, I'd HOPE they realise this. Some PCs are far too confident of their plot armour. And after the mythic power-up they might have a point.

I also think many parties will struggle to earn devotion points. Which I suppose is the idea. Only those who go above and beyond 'kill the cultists and take their stuff' will merit the Inheritor's personal attention at this stage.

Devotion points? How does that work?

Liberty's Edge

Pathfinder Adventure, Adventure Path, Companion, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Mechalibur,

Spoiler:
The bad guys hideout is an old shrine of Iomedae. If the party act good and restore parts of it, you get devotion points. At the end of the adventure, more devotion points indicates additional boons from the Inheritor.


Pathfinder Adventure Path Subscriber
The Rot Grub wrote:


I think the "this is what happened to you" introduction has me concerned about how to make it memorable and exciting in play. I'd like to know in the GM Reference thread if anyone has any thoughts or suggestions on this.

I don't think its going to be a big deal for most groups. I'm running WotR as a PbP on Enworld and the general sentiment of of the opening scene was that it was one hell of an awesome way to start a campaign. It does a good job at setting the tone.


Adventure Path Charter Subscriber

Yes, I ran the first few encounters for my group yesterday, and the opening scene definitely had all the players excited and scared about what was going to happen next. :)

Shadow Lodge

Any word on when/if this one will be open for PFS play. I am waiting on it and Carrion Crown, and it would be amazing if both come out at the same time, probably after things slow down a bit.

Also really curious how the PFS would handle Mythic?

Scarab Sages

Adventure Path Charter Subscriber; Pathfinder Adventure, Companion, Lost Omens, Pawns, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
"Devil's Advocate" wrote:

Any word on when/if this one will be open for PFS play. I am waiting on it and Carrion Crown, and it would be amazing if both come out at the same time, probably after things slow down a bit.

Also really curious how the PFS would handle Mythic?

I would speculate that they intend not to make mythic PFS legal so soon, but Paizo is surprisingly awesome. I'd hope they use the delay to add more chronicles for more of the back issue APs. And maybe the 3.5e modules, while I'm hoping.

Shadow Lodge

logic_poet wrote:
"Devil's Advocate" wrote:

Any word on when/if this one will be open for PFS play. I am waiting on it and Carrion Crown, and it would be amazing if both come out at the same time, probably after things slow down a bit.

Also really curious how the PFS would handle Mythic?

I would speculate that they intend not to make mythic PFS legal so soon, but Paizo is surprisingly awesome. I'd hope they use the delay to add more chronicles for more of the back issue APs. And maybe the 3.5e modules, while I'm hoping.

I would assume that it would be only allowed within the AP, but I also partially agree about upgrading the older material, too. Carrion Crown and perhaps Legacy of Fire. Personally not interested in the others so much except for the most unlikely Age of Worms.

Digital Products Assistant

Removed a few more posts.


Sigh. Just got back from three weeks vacation and trying to catch up on threads. It's always great to have to sift through pages of "social dysentery" to catch up.

Anyway, has the Demon Lords and Mythic Saves issue been addressed on any of the Mythic-related (or otherwise) threads yet?


1 person marked this as a favorite.

Okay . . . I've officially learned my lesson! I'll not attach other desired purchases in with my subscriptions to lessen the S&H charges anymore! All right? All right?!?

Can I please get my shipping notice now? I'm dying to bloody read this first installment already!

PS - The first paragraph was written in jest . . . I realize the delay drags because of GenCon. Doesn't mean I'm not getting antsy here! ;)

Dark Archive

Paul Watson wrote:
On Devotion Points; ** spoiler omitted **

Ooh, I like that. The more we see the *good* gods at least tangentially doing stuff, the more I like it!

Paizo Employee Creative Director

mempter wrote:

This is directed to Mr. Jacobs...

Will there be a gazetteer about the Riftwardens at some point in the AP?

Also, I'm curious if you guys remember the piece Erik Mona did for Polyhedron 135 about Abyssal artifacts? What are chances of some of those ideas being recycled in an official capacity for use in this AP (in such a way to appease the OGL, of course)?

No Riftwarden article. There's some Riftwarden and Blackfire Adept stuff in the body of a few adventures though.

And yeah... all of that Polyhedron stuff is owned by WotC. Chances of that content being used in Pathfinder are at roughly 0%.

Paizo Employee Creative Director

20 people marked this as a favorite.
Kittyburger wrote:

I would like to see Paizo's internal notes on how LGBTQ+ characters fit into Golarion, sometime and somehow... not that I ever expect to see them published in a formal book anywhere (a girl can dream, though...), but we've seen enticing hints here and there.

I've written up a for-personal-use list of the deities of Golarion I think would be particularly trans friendly and I sometimes wonder how it matches up to Paizo's.

(If Anevia's devotions are any indicator, though, I bet there's a fairly close confluence between my list and Paizo's)

Those notes are basically as follows:

GLBT characters exist in Golarion, so make sure they're included.

As long as Paizo continues to have GLBT employees, we'll continue to put GLBT characters into our products. In fact, even if the employee thing changes, we'll still put GLBT characters into our products. As long as I have anything to say about it at least. There's a gay couple in the next adventure, in fact, so the inclusiveness isn't stopping with Anevia and Irabeth in this AP.

Furthermore, I'm gonna keep doing this in our APs until it's no longer an issue and folks just talk about the adventure without really pausing to discuss whether any one NPC is a sorcerer or wizard. And at that point I'll keep doing it.

Anyway... keep on topic. And since there are LBGT characters in the adventure, that part of the discussion IS on topic... but keep it civil, please!

Paizo Employee Creative Director

The Block Knight wrote:

Sigh. Just got back from three weeks vacation and trying to catch up on threads. It's always great to have to sift through pages of "social dysentery" to catch up.

Anyway, has the Demon Lords and Mythic Saves issue been addressed on any of the Mythic-related (or otherwise) threads yet?

Demon lords are part of an unusual "hybrid" caste of creature. I forget the phrasing we use in Bestiary 4 for them, but while they don't have the "mythic" subtype, they are considered "mythic equivalent" or some such. And should be treated as mythic for the purposes of resolving things like saving throws.

(The problem being that the mythic subtype has a LOT of baggage that goes with it, and the design philosophy of the demon lords was such that they didn't all necessarily NEED that specific baggage.)

Paizo Employee Creative Director

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Set wrote:
Paul Watson wrote:
On Devotion Points; ** spoiler omitted **

Ooh, I like that. The more we see the *good* gods at least tangentially doing stuff, the more I like it!

There's several points where the good gods, particularly Iomedae, get tangentially involved in this AP. And in fact...

Spoiler:
...there's at least one point where one of the good gods gets more than tangentially involved. To the point where we'll be doing a head illustration like we do for ALL key and important NPCs that the PCs can encounter and interact with.


James Jacobs wrote:

There's several points where the good gods, particularly Iomedae, get tangentially involved in this AP. And in fact...

Spoiler:
...there's at least one point where one of the good gods gets more than tangentially involved. To the point where we'll be doing a head illustration like we do for ALL key and important NPCs that the PCs can encounter and interact with.

Oooh! I am now officially excited for the AP.

(TAKE MY MONEY AND SHIP MY SUBS!)

*deep breath* I feel better now.

;-)


James Jacobs wrote:
There's a gay couple in the next adventure, in fact, so the inclusiveness isn't stopping with Anevia and Irabeth in this AP.

This couple in the next issue wouldn't happen to be that group from the Rivals book ? I believe they where called the argent something but unforunately the full name escapes me I remeber their was a oracle gnome or hafling, a fighter/duelist, fighter and a wizard.


Pathfinder Adventure Path Subscriber
Maure_Scion wrote:
James Jacobs wrote:
There's a gay couple in the next adventure, in fact, so the inclusiveness isn't stopping with Anevia and Irabeth in this AP.
This couple in the next issue wouldn't happen to be that group from the Rivals book ? I believe they where called the argent something but unforunately the full name escapes me I remeber their was a oracle gnome or hafling, a fighter/duelist, fighter and a wizard.

The Argent Blades I think? That would be interesting.


I'm looking through my friend's copy of this volume and I am severely disappointed by something. Despite being the cutest thing on two wings the sin seekers have no rules for being improved familiars that i can find. Would 7th level any alignment be good requirements for one?

Edit: I appear to have missed the last line in their habitat and society section. Disregard.

Dark Archive

Just got the PDF and skimmed it but...

I just wanted to say I really really liked Anevia NPC.

Paizo Employee Creative Director

Maure_Scion wrote:
James Jacobs wrote:
There's a gay couple in the next adventure, in fact, so the inclusiveness isn't stopping with Anevia and Irabeth in this AP.
This couple in the next issue wouldn't happen to be that group from the Rivals book ? I believe they where called the argent something but unforunately the full name escapes me I remeber their was a oracle gnome or hafling, a fighter/duelist, fighter and a wizard.

Nope. We've never brought in any of the Rivals Guide NPCs into any adventures as far as I know, nor are there plans to.

Grand Lodge

Dark_Mistress wrote:

Just got the PDF and skimmed it but...

I just wanted to say I really really liked Anevia NPC.

Anevia's background feels pretty realistic to me, although with the caveat that "the narrative" (the idea of having "always known" that you were trans) doesn't always hold up in reality. Julia Serano theorizes that trans girls who are same-sex attracted are more likely to recognize their transness in or slightly after adolescence because we are socially programmed to (a) code female-attraction as an overridingly "male" trait and (b) disregard social and psychological discomfort when not absolutely unbearable. I also like her as a character, and I adore her wife.


Pathfinder Adventure Subscriber

Finally got a look at it. :D


Pathfinder Adventure Path Subscriber

Noticed an odd omsission. In the July 25th blog entry, the following is noted about a Demon Lord in his/her home realm:

Mythic: A demon lord functions as a 10th mythic rank creature, including the mythic power ability (10/day, surge +1d12). It may expend uses of mythic power to use the mythic versions of any spell-like ability denoted with an asterisk (*) just as if the ability were a mythic spell.

Compare that to what actually shows up in this volume:

Mythic: All of the demon lord’s spell-like abilities function as the mythic versions of those spells as applicable. The demon lord gains the mythic power and surge universal mythic monster abilities (see Pathfinder RPG Mythic Adventures 226). A demon lord gains a d12 surge die.

The bolded part is where I'm having an issue. In the blog entry, the rules are very clear and concise: 10th-rank mythic creature, surge 10/day. In the final version however, there's no indication what the Demon Lord's mythic rank is or how often it can use mythic power. Why was the wording changed specifically to be more vague and nebulous? Also, what mythic rank are Demon Lords and how often can they use surge?

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