Pathfinder Adventure Path #78: City of Locusts (Wrath of the Righteous 6 of 6) (PFRPG)

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Pathfinder Adventure Path #78: City of Locusts (Wrath of the Righteous 6 of 6) (PFRPG)
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Chapter 6: "City of Locusts"
by Richard Pett

The Wrath of the Righteous Adventure Path concludes with “City of Locusts,” a thrilling climax by fan-favorite author Richard Pett! The heroes of the Fifth Crusade have risen to heights of power undreamed of and have dealt blow after blow to the demonic armies of the Worldwound. As they return to Golarion from the Abyss, though, they find that their enemies are no longer sending minions after them—they've drawn the attention of not only the leaders of the Worldwound, but that of their demonic patron, Deskari, Lord of the Locust Host. The method for closing the Worldwound permanently lies within the heroes’ grasp, but in order to do so they must venture where no crusader has ever returned from intact. They must enter the crumbling City of Locusts to defeat its demonic ruler, but even this is but a stepping stone to the final battle against Deskari himself!

“City of Locusts” is a Pathfinder Roleplaying Game adventure for 18th-level characters who have gained nine mythic tiers. The adventure utilizes rules from Mythic Adventures in order to portray a campaign of truly epic potential. An exploration of the apocalyptic cult of Deskari, along with an article filled with suggestions for how to both continue this campaign and to launch a new one in the transformed Worldwound after the heroes succeed (or perhaps fail) round out this volume, along with a bestiary of several monsters (including the final demon lord to be presented during the campaign!) and part six of Robin D. Laws's Pathfinder Journal novella!

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: 978-1-60125-587-7

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

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A somewhat anti-climactic end to an epic AP

2/5

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.

For the conclusion to an epic AP, the story of this leg of the AP feels oddly uneven. Parts feel appropriately epic -- the PCs fighting the Storm King, and working to permanently close the Worldwound. But other parts feel oddly out of place -- the players are supposed to spend a while working through a demonic brothel whose entire staff and clientele combined couldn't come close to threatening a single mythic PC at this level, and the lead-up to the finale is... a dungeon crawl filled with a number of high level mythic opponents on a par with the Storm King, who I guess were just sitting around for some reason?... An unfortunately anti-climactic way to wrap up the story in this AP.

As with the previous legs of this AP, most of the encounters in this AP are far too easy for mythic PCs. Happily, the gap here is a bit less than it was in books 4 and 5 -- for the first time in this AP we get a couple encounters that are probably too difficult for non-mythic PCs. Unfortunately, these encounters are still trivially easy for mythic PCs.

--Fun of playing this leg of the AP, as written: 1/5
--Fun of the story of this leg of the AP: 4/5
--Total score: 2.5/5 (rounded down)


An Impressive Ending For A Great Adventure Path

5/5

City of Locusts was a satisfying and exciting end for a fantastic adventure path. Its pace is quite fast, so PCs had better be ready to fight, and fight hard.

Drezen will be pretty much under constant attack, so the more troops and allies PCs have managed to make, the better off everyone will be. Even NPC companions from the first adventure can be of help in this final installment.

Encounters with the final villains of Wrath of the Righteous may prove to be emotional for players. The battle with the Storm King was deadly and horrifying. He may be one of the most powerful opponents ever encountered in an adventure path. Areelu was also a dangerous foe, and her destruction will be satisfying for any PCs who have been personally hurt by her actions. The saddest and most unexpected battle was against the fallen spirit of Terendelev. Our players were heartbroken to know their rescuer had been suffering this whole time.

By the end of the adventure, players will be very pleased with all they’ve managed to accomplish. At 20 levels and 10 mythic tiers, characters will be as strong as they could ever hope to be. The module even offers advice for what such mighty characters may want to do next, such as start their own kingdoms, organizations or religions.

I love adventures written by Richard Pett. His vivid descriptions of locations, characters and bizarre treasures are always a delight.

Highly recommended!


Great Climax

5/5

This was a solid finish for one of the best APs they've put out yet. Challenging PC's of this level isn't easy, but the Storm King made us sweat. This final adventure has so many nasty ideas stirred into the mix, yet it still moved the story forward to the satisfying conclusion.

I was sorry to read that there won't be anymore Mythic APs. My disappointment is only deepened by how well Wrath of the Righteous came to its end. This is one of our top campaigns. Only Shattered Star and Crimson Throne come anywhere close.


Don't waste your time (or that of your players)

1/5

I loved this Adventure Path. From the first book, I was hooked. That's why I find it so disappointing that it sputters out with the most boring, impossibly un-epic finale like this. Let me save you curious folk some time:

The players faff about in a brothel that's too low-level for them. Then they go to a tower and solve a mystery literally every single one of them should have already figured out, find a magical macguffin, fight ANOTHER succubus queen (as if the last four weren't enough) and then... don't even fight Deskari. Worldwound closes, peace and eternity I guess, Queen Galfrey, like, retires?? Just steps aside so a real man can do the job a lady couldn't handle or something. Meanwhile, Deskari derps around in a pocket dimension. Too bad fighting him was "beyond the scope of the path"!

You know what I - and especially my players - would have rather done than go to a wildly out of place succubus brothel? Fight Deskari. That would have saved you some precious page room, Paizo. And gah, that brothel! WHY? A brothel out in the ruined wastelands that supposedly caters to "only the most elite of the elite" and "has something for everyone, even the rarest taste" - except it has 5 chicks, with 1 disguised as a dude I guess. Really? I mean, Paizo is really progressive in a lot of ways, but there's starting to be a clear, sorta creepy hang-up about having anything sexual being exclusively portrayed by women (roughly a ratio of 99% at this rate). I dunno, I just find it really, really, really hard to believe that anyone at level 15+ could give a single fig about this brothel, much less two.

And it's out of place, so much so that the whole pace ground to a halt and people in my play group had to constantly ask me what they were supposed to do, why were they there, why weren't they out doing more productive things? They were too powerful for any of the brothel encounters so they weren't afraid of fighting, and too good to be inclined to consort - at all - with some clearly, CLEARLY evil demons. I'm so mad, because if this had been in Midnight Isles, it would have still been a remarkably lame, tame, and boring brothel, one you could take your grandmother to it's so conventional (hardly fitting for "the exclusive delight" of the entire Deskari host), but it would have made sense. Well, at least, more sense than popping up and grinding the entire campaign to a halt.

Then some other encounters happen, nothing noteworthy or meaningful, then you fight Arelash or whatever and she's basically the exact clone of any succubus boss ever (one you may have fought twice already, if your players - like mine did - angered Nocticula). Then that's it. The macguffin saves the day, your players don't even need to solve a single puzzle, the end. It's remarkable how unsatisfying an ending this book is to a campaign.

tl:dr - Even if you bought every other book in the campaign, don't buy this. You can use random monster generators to make better encounters and there is nothing at all that matters in this book.


Awesome ending to an Ap

5/5

Really loved this book, The enemies are suitably epic in feel and the plot itself for me at least worked really well (Also a lot better than the goddess incident from the previous book which is always a plus.


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Pathfinder Adventure Path, Rulebook Subscriber

I think Deskari is one of three demon lords who have been stated to be CR 30 (along with Pazuzu and Nocticula)


Pathfinder Lost Omens, Rulebook Subscriber

Nope, He's 29. As JJ said in that "ask jj" thread.


Pathfinder Lost Omens, Rulebook Subscriber

He's tough, but not as tough as his dad.

Paizo Employee Creative Director

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Cat-thulhu wrote:
James Jacobs wrote:

It's mostly because Deskari's shape would end up covering up most of the artwork in the background. Pathfinder covers work best with human-shaped figures.

Also...

** spoiler omitted **

That is one awesome piece of art. I really hope Areelu gets a mini based on that artwork. Well done mr Reynolds. Now mr Jacobs ** spoiler omitted **

About Deskari...

Spoiler:
Don't get me wrong. Fighting Deskari IS the climax of the campaign. That's the whole point of this, for me—to do an Adventure Path that caps out your PCs and then throws them into a fight against a demon lord. It's not an optional fight. Surviving it is, though—the whole "We did the job and had to sacrifice ourselves in a suicide mission to make it happen makes us all big damn heroes" element is sort of what I'm going for here. Like the end of Mass Effect 2. The whole thing is building up to what sounds like a suicide mission, and if you're not TOTALLY ready for it... it will be. So if you do survive, it's truly something a mythic party can brag about.

Paizo Employee Creative Director

The Painted Oryx wrote:
Just realized it says that the bestiary will include the final demon lords to be featured in this AP..meaning there's more than one!!! Is this a typo?

Typo. Only one demon lord is statted up in each volume of Wrath of the Righteous.

Paizo Employee Creative Director

Stemboy wrote:
James Jacobs wrote:

We'll be talking SPECIFICALLY about the topic of what it means to world canon in the last WotR I suspect, since it's going to have some significant changes on the world no matter what the PC's level of success is.

But yes. Basically...it's only canon to YOUR would once your group plays the adventure. No other adventure is assumed to have occurred in Golarion yet, which means that someone who comes to Golarion today has only to buy the Inner Sea World Guide to be ready to go with pretty much ANY of our other products. That new customer doesn't have to read through 6 years of books to get caught up. And perhaps more importantly for us developers... neither do new freelancers.

Does that include Society adventures? I kinda got the impression that PFS had an ongoing storyline from Season 0 right up to the current season?

Pahtfinder Society is not YOUR world. It's a specific incarnation of OUR world... and not the baseline. It's a campaign where the GM is, basically, Mike Brock, and he has countless minion GMs working for him to run the thousands and thousands of games. But the whole thing is encapsulated in its own instance—what occurs in the PFS game does not impact anyone's home game or the baseline of Golarion anymore than my home games should change canon in PFS or any one else's home game and so on.

PFS does have an ongoing storyline, and that DOES make it increasingly difficult and intimidating for not only new players and new GMs, but also for new authors and for us as well in managing things. We have an entire department here at Paizo to manage all of that, and even then it can get overwhelming, so we try to keep the ongoing storyline not TOO complicated. But by the same extension, we also try to keep that storyline "quarantined" in the PFS program. It builds off of what we do in our other books, but for the most part that's a one-way flow of information.


Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
James Jacobs wrote:
Cat-thulhu wrote:
James Jacobs wrote:

It's mostly because Deskari's shape would end up covering up most of the artwork in the background. Pathfinder covers work best with human-shaped figures.

Also...

** spoiler omitted **

That is one awesome piece of art. I really hope Areelu gets a mini based on that artwork. Well done mr Reynolds. Now mr Jacobs ** spoiler omitted **

About Deskari...

** spoiler omitted **

Excellent! I always hated bugs and used to run away from them, but then I changed my response from flight to fight! Now I kill any that come near or touch me. (Except spiders they are the enemy of my enemy) so killing Deskari is number one on my list.

Also the #1 way to fight bug swarms is with fire, and for demon bugs Holy Fire! :D

Webstore Gninja Minion

James Jacobs wrote:
The Painted Oryx wrote:
Just realized it says that the bestiary will include the final demon lords to be featured in this AP..meaning there's more than one!!! Is this a typo?
Typo. Only one demon lord is statted up in each volume of Wrath of the Righteous.

Fixed!


James Jacobs wrote:
Cat-thulhu wrote:
James Jacobs wrote:

It's mostly because Deskari's shape would end up covering up most of the artwork in the background. Pathfinder covers work best with human-shaped figures.

Also...

** spoiler omitted **

That is one awesome piece of art. I really hope Areelu gets a mini based on that artwork. Well done mr Reynolds. Now mr Jacobs ** spoiler omitted **

About Deskari...

** spoiler omitted **

I'm so playing this when we fight him: http://www.youtube.com/watch?v=VTsD2FjmLsw


1 person marked this as a favorite.

If its Noctitcula, she just look gourgeous. Move aside Seoni, there a new lady in red in town ;P


Paizo Charter Superscriber; Pathfinder Companion, Pathfinder Accessories Subscriber; Starfinder Charter Superscriber
Big Jay wrote:
If its Noctitcula, she just look gourgeous. Move aside Seoni, there a new lady in red in town ;P

No, it's Areelu Vorlesh. You can find Nocticula on the cover for Lords of Chaos

Scarab Sages

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

Did Areelu kill Seoni and steal her dress? Cause if not, It's really evil to show up to a party (even a party of PCs) in the same dress as someone else in the party. Especially since Seoni's one of the Iconics for this AP.


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Stratagemini wrote:
Did Areelu kill Seoni and steal her dress? Cause if not, It's really evil to show up to a party (even a party of PCs) in the same dress as someone else in the party. Especially since Seoni's one of the Iconics for this AP.

Well, you know what they say...imitation is the highest form of flattery. :)


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Not a fan of Seoni blasting my baby carriage with lightning in that artwork.


1 person marked this as a favorite.
Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
Deskari,Lord of the Locust Host wrote:
Not a fan of Seoni blasting my baby carriage with lightning in that artwork.

Well that's what you get for tearing a rift in the martial plane.

P.S. Expect more then just Seoni hitting your undercarriage because their are many more mythic heroes who are going to want to do the same.....plus extra.

P.S.S.I hate bugs and kill them when I get a chance so you might just find me among those heroes about to squish you into oblivion.


I can't wait for City of Locusts. For some reason the demonic antagonists of this Adventure Path are particularly hateful. It would be so satisfying to see all of them get their comeuppance. It's not Wrath of the Righteous for nothing.


Hi James,

I had a question concerning the finale. In my party right now we have an archer weapon master who can do quite a bit of damage. He combines a few buffs and his damage is already in the 500's without being mythic he also uses a feat called cluster shot which basically makes damage reduction a thing of the past. If my party members are these huge damage dealing characters, how will a demon lord fair agaisnt them. I certainly don't want to negate the characters but I understand a constant complaint is that sometimes bosses get one shotted. Will Descari have something that can make the battle drag on for a while. Maybe something like Rasputin had in reign of winter where he had to be killed 3 times or something along those lines. Like maybe 12 Balor Guards or something along those lines to assist him


Pathfinder Adventure Path Subscriber

That's a pretty good cover. I still like the art for Arueshalae a little better, but this is the third really good piece in this AP along with Arueshalae and Irabeth in the first book, and I say that of a person who's more critcal of Reynolds art than most Paizo fans.

I suppose Areelu scryed Seoni at some point to find out where shy buys her clothing grade adhesive and double sided tape so Areelu too could find a way of keeping her dress on. I'm not big on mindless fanservice in fantasy art. At least this is one of those very rare instances where it makes sense and is logical to the story considering she probably has flesh almost as tough as adamant and no need for armor, can't get cold, and purposely chose to change her form and likely made "magical enhancements" to herself in the process of doing so. It easier to accept when it doesn't have the aspects that fly in the face of common sense others do.

Before the end of this AP is out will we get any extensive info on Areelu before the opening of the Worldwound? I'm sure there will be some in her writeup after her statblock, but I think there could potentially be a lot that could be said pre-Worldwound. Considering she is quietly one of the most powerful beings in Golarion's history was she already CR 20 when the Worldwound opened? I know it has already been stated how she received mythic ascension, but I'm also curious as to what pushed her to be as powerful as she is both before and after that. Was it Deskari's power, experimenting and continually interacting with Nahyndrian substances on a long term basis, or just normal training and progression?

I'm also curious to see how much preparation will be needed for the ending parts of this as the party will have to face a demon lord. Will this be something a reasonably prepared caped off party should come out of alright or is this something where the party is going to need luck on their side and the dice falling right to survive? I'm hoping it's the former.


Adventure Path Charter Subscriber; Pathfinder Companion, Rulebook, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber
James Jacobs wrote:
Nate Z wrote:

A thought occurs. This AP is probably going to get the PCs to level 20, and I think I heard Sir Jacobs say that they'd hit tier 10 too.

So how the heck does one continue the campaign once you've reached the very tippy top of power in the game?! o.O

heh.

Well, for one thing, the article's not gonna be called "Continuing the Campaign" this time around! :D

Hmmm, so as a guess...

"Surviving the Aftermath" or more simply "Aftermath"

Anyone else going to hazard a guess before it's available? :)

Shadow Lodge

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Quote:
Before the end of this AP is out will we get any extensive info on Areelu before the opening of the Worldwound?

I imagine she won't be terribly difficult to reverse-engineer. Remove her mythic stuff, remove her half-fiend template, and it's probably safe to assume she gained her levels in the order they're listed so just remove them in reverse order as you feel the need (not forgetting to reduce her feats, skills, and attributes at appropriate levels) until she's down at the range you're looking for.


Pathfinder Adventure Path Subscriber
Orthos wrote:
I imagine she won't be terribly difficult to reverse-engineer. Remove her mythic stuff, remove her half-fiend template, and it's probably safe to assume she gained her levels in the order they're listed so just remove them in reverse order as you feel the need (not forgetting to reduce her feats, skills, and attributes at appropriate levels) until she's down at the range you're looking for.

I want more of her official backstory and canon power level before The Worldwound more for the sake of curiosity and interest in the story more than anything. It might also lead to learn how she powered up herself after that and her importance before that. For example was she a middling imprisoned spellcaster that Deskari pulled up and exploited before events were set in motion or was she one of Golarion's most powerful personas, yet somehow still imprisoned, that he chose to ally with because of her abilities. I know I could more or less reverse engineer her down if I wanted a depowered version of her to pit against weaker people in a gaming session, but that doesn't help as much with learning more of her and the history of The Worldwound.


Drock11 wrote:


I want more of her official backstory and canon power level before The Worldwound more for the sake of curiosity and interest in the story more than anything. It might also lead to learn how she powered up herself after that and her importance before that. For example was she a middling imprisoned spellcaster that Deskari pulled up and exploited before events were set in motion or was she one of Golarion's most powerful personas, yet somehow still imprisoned, that he chose to ally with because of her abilities. I know I could more or less reverse engineer her down if I wanted a depowered version of her to pit against weaker people in a gaming session, but that doesn't help as much with learning more of her and the history of The Worldwound.

It was said that the Threshold was used to imprison spellcasters that where to powerfull to simply destroy....so it's a good bet she was a powerful witch to begin with.

But I would also be very interested in a more detailed back story :)


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Knowing my players, when they find out they have to face Deskari, they will open a gate to future earth and cast a sending to get Johnny Rico and the Mobile Infantry.


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Black Dougal wrote:
Knowing my players, when they find out they have to face Deskari, they will open a gate to future earth and cast a sending to get Johnny Rico and the Mobile Infantry.

Out of the ashes of Kenabres comes first, sorrow...then, anger!

"The only good demon is a dead demon!"

Dark Archive

Ok so now I am waiting for this one come on soon?!


Pathfinder Adventure Path Subscriber

Middle of the month for suscribers, I'd say.


I imagine that some 20th level/10 mythic tiered parties that finish this adventure path will put the stat blocks of Shax, Xoveron, Sifkesh, Nocticula, Lorthract, Ahriman, Arazni, and Tar-Baphon to use by going on a mythic killing spree.


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Pathfinder Adventure Path Subscriber

Have fun trying to kill Nocticula. She probably is still going to own everybody just by showing up and uttering a sexy sigh.


Pathfinder Adventure Path Subscriber

Yeah, and if you don't know about Sifkesh's critical healing and immunity to slashing weapons, the fight can get a bit weird. And her ability to commit suicide, of course.


All of these are fair points. But I think it's a fair assumption that if you've gotten to lvl20/mt10, you can kill pretty much anything. Or at least try to, in any case.

Oh, I forgot Baba Yaga and Kostchtchie. The party could probably kill them do.


magnuskn wrote:
Have fun trying to kill Nocticula. She probably is still going to own everybody just by showing up and uttering a sexy sigh.

I wish that were true, but I might have to boost her if she was to fight my party at lv 20/mythic 10. I'd give her a +6 on Cha to raise her DC to 46 and some armor item to boost the AC to 53+ and max her HP.

Lets just say your party has a cleric that started with a Wisdom of 16.
Just by reaching lv 20/10 he can get 31 in Wisdom.
Add a +6 Wis with a magical item, he get 37 Wis so +13 bonus.
Then +2 for Iron Will +12 for the base save, that's +27. Then add a cloak of resistance +5 for a total of +32. As a mythic 10, the cleric will also have +1d12 to add to this and mythic saving throws to reroll a dice. DC 43 is not that crazy anymore!!

I do not even want to imagine a paladin with his crazy save bonus all around!!

Of course, you can also make sure your heroes get crappy magic items to not get them to that uber level of power...


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Abhremoch wrote:

Lets just say your party has a cleric that started with a Wisdom of 16.

Just by reaching lv 20/10 he can get 31 in Wisdom.
Add a +6 Wis with a magical item, he get 37 Wis so +13 bonus.
Then +2 for Iron Will +12 for the base save, that's +27. Then add a cloak of resistance +5 for a total of +32. As a mythic 10, the cleric will also have +1d12 to add to this and mythic saving throws to reroll a dice. DC 43 is not that crazy anymore!!

It's not her Dominate ability you need to watch out for, or at least not it alone. It's her Seductive Presence. Which is a DC 43 Fortitude save (assuming she doesn't decide to boost her DCs further with items before coming near you), and can be activated as a free action whenever she speaks or uses a SLA. Speaking is also a free action. You're at minimum going to be fascinated ("The creature stands or sits quietly, taking no actions other than to pay attention to the fascinating effect, for as long as the effect lasts.") for five rounds if you fail that save, more likely twice or three times that, plus the rest of what it does.

It's certainly not impossible to overcome by any stretch of the imagination, but it does mess with the action economy somewhat.


Are there any plans to do any more mythic adventures or other types of mythic support?

Paizo Employee Creative Director

Shalafi2412 wrote:
Are there any plans to do any more mythic adventures or other types of mythic support?

Not on the scale of Wrath of the Righteous. Not yet, at least.


Alleran wrote:
Abhremoch wrote:

Lets just say your party has a cleric that started with a Wisdom of 16.

Just by reaching lv 20/10 he can get 31 in Wisdom.
Add a +6 Wis with a magical item, he get 37 Wis so +13 bonus.
Then +2 for Iron Will +12 for the base save, that's +27. Then add a cloak of resistance +5 for a total of +32. As a mythic 10, the cleric will also have +1d12 to add to this and mythic saving throws to reroll a dice. DC 43 is not that crazy anymore!!

It's not her Dominate ability you need to watch out for, or at least not it alone. It's her Seductive Presence. Which is a DC 43 Fortitude save (assuming she doesn't decide to boost her DCs further with items before coming near you), and can be activated as a free action whenever she speaks or uses a SLA. Speaking is also a free action. You're at minimum going to be fascinated ("The creature stands or sits quietly, taking no actions other than to pay attention to the fascinating effect, for as long as the effect lasts.") for five rounds if you fail that save, more likely twice or three times that, plus the rest of what it does.

It's certainly not impossible to overcome by any stretch of the imagination, but it does mess with the action economy somewhat.

True enough that this Demon Lord will challenge players with both DC Fort and Will (Seduction, Dominate and Poison). I guess this compensates for her "lack" of survivability abilities (if you compare with Sifkesh who might be the queen of immunities and gets a free death as a bonus!!!).


Got email notification that this will be shipped NEXT week.
Hooyah!
I hope I will be getting the PDF this weekend (fingers crossed).


Pathfinder Adventure, Rulebook Subscriber

Also, remember you will almost never encounter a Demon Lord alone. You'll be fighting an (almost) army of demonic minions. Also there is the whole, you have to kill them twice thing and few will allow you to get that close twice in one year without having some harecore buffs up.


Abyssal Lord wrote:

Got email notification that this will be shipped NEXT week.

Hooyah!
I hope I will be getting the PDF this weekend (fingers crossed).

Shipping starts on Monday, according to the sticky thread in the Customer Service section of these fine forums. You get your PDF(s) once your order ships, so it's highly unlikely that your PDF(s) will be unlocked before Monday.


Heine Stick wrote:
Abyssal Lord wrote:

Got email notification that this will be shipped NEXT week.

Hooyah!
I hope I will be getting the PDF this weekend (fingers crossed).
Shipping starts on Monday, according to the sticky thread in the Customer Service section of these fine forums. You get your PDF(s) once your order ships, so it's highly unlikely that your PDF(s) will be unlocked before Monday.

D'oh!!! So close and yet so far...


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"the Demon Lord Deskari, is ready to finish what was started, and now moves to swallow all of northern Avistan into his home realm—unless he can be stopped"

Demon Lord who takes over a small area of the game world, while preparing to swallow up a larger area into his (her) home realm, unless stopped by the heroes...

I know I've seen that before, a long time ago. Good ideas never really go away, I guess.

The Exchange

Mazym wrote:

"the Demon Lord Deskari, is ready to finish what was started, and now moves to swallow all of northern Avistan into his home realm—unless he can be stopped"

Demon Lord who takes over a small area of the game world, while preparing to swallow up a larger area into his (her) home realm, unless stopped by the heroes...

I know I've seen that before, a long time ago. Good ideas never really go away, I guess.

Look, just about every story about demon lords invading the material plane is going to look like this to a certain extent... and this story is sufficiently different from Savage Tide for me.


I wasn't even aware of Savage Tide. I was thinking of Lolth in the G1-Q1 / Queen of Spiders sequence.

Dark Archive

Adventure Path Charter Subscriber; Pathfinder Adventure, Companion, Lost Omens, Rulebook Subscriber
Mazym wrote:
I wasn't even aware of Savage Tide. I was thinking of Lolth in the G1-Q1 / Queen of Spiders sequence.

And I was thinking it was a bit more H1-4, the Bloodstone Quadrilogy.

So, yeah, "Demon Lord tries to take over a part of the Prime and it's up to the PCs to fight off hordes of Abyssal forces, climb up through the levels, then go to the Demon Lord's home to finally stop him/her/it" is not exactly an original plot line for an RPG adventure.


Will the Storm King be encountered in this book?


Pathfinder Adventure Path Subscriber

I'm pretty sure I read somewhere that he will.


martinaj wrote:
Will the Storm King be encountered in this book?

He'd better, he's the first demon the players ever see!


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Axial wrote:

All of these are fair points. But I think it's a fair assumption that if you've gotten to lvl20/mt10, you can kill pretty much anything. Or at least try to, in any case.

Oh, I forgot Baba Yaga and Kostchtchie. The party could probably kill them do.

It's completely impossible to kill Baba Yaga without first getting her permission to try.

Paizo Employee Creative Director

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martinaj wrote:
Will the Storm King be encountered in this book?

Spoiler:
Of course!!!

Mazym wrote:
I wasn't even aware of Savage Tide. I was thinking of Lolth in the G1-Q1 / Queen of Spiders sequence.

That's right! Even Shackled City ended up with a trip to the glorious Abyss!

Sooner or later I do hope to see a scenario where the Abyss do succeed in sucking a world into the Abyss or taken over a Prime world.

Shadow Lodge

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6 OF 66 OF HEXAMATRIX 666 wrote:
Mazym wrote:
I wasn't even aware of Savage Tide. I was thinking of Lolth in the G1-Q1 / Queen of Spiders sequence.

That's right! Even Shackled City ended up with a trip to the glorious Abyss!

Sooner or later I do hope to see a scenario where the Abyss do succeed in sucking a world into the Abyss or taken over a Prime world.

I would be very surprised if this had never happened in the past. But once such a plane is part of the abyss, how would you tell it had ever been something different before?

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