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, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
James Jacobs wrote:
magnuskn wrote:
Aw, my prediction about Nocticula was so much less true than I wanted it to be. :( Well, at least in the campaign proper.
Almost like it was something that could well be it's own basis for an entire campaign separate from this one, right? One that might some day become it's own Adventure Path, perhaps?

Would that AP tie into this one in the way that the first three APs tied into Shattered Star? It would be great to see where the NPCs from WotR wind up. It was great to see Shalelu and Ameiko again, so seeing Anevia and Irabeth later on down the line would be fantastic.


Pathfinder Adventure Path Subscriber
Gancanagh wrote:
Yes but only 1 week earlier, this isn't 1 week earlier...

Haven't you noticed that's changed? I think it started back at the last Paizocon when it took two weeks to get everyone's orders filled. Some customers were complaining (rightfully) about not being able to access their PDFs yet, despite even non-subscribers being able to purchase them. I assume Paizo is now giving themselves two weeks in case this comes up again. A grace period.

Regarding the adventure...

spoiler:

-Areelu is missing two mythic path abilities. As written she only has 6 when she should have 8. If I had to guess, I'd say she has the "longevity" path ability. She is noted as being over a century old, and this isn't a result of being a half-fiend - native outsiders age just like everyone else. Also, maybe having her crazy powerful familiar counts as a mythic ability.
-Congrats to the author for designing a 2 hit dice monster with a challenge rating of 12 and over 100 hit points. That... was kinda funny.


response to GV:
"Mythic familiar" is listed as an ability in her block, and that quasit would be a hella powerful aide if it were encountered in the same room. I can believe it takes up the space of two abilities.


Pathfinder Adventure Path Subscriber

Response to EML's response to GV:
My first thought was that, because it was called out in the text as a "gift from Deskari," the S&M quasit is just a fringe benefit for being buddy-buddy with a demigod. Like how Jatembe (from Mythic Realms) has his "gift of the teachers" ability that gives him perma-barkskin, shapechange, and mindblank. But then in Jatembe's case, that perk also gave him a +1 CR.

Yeah, I think the little fellow probably counts as a mythic path ability. However I still think Areelu has longevity.


Just wondering,how come they waited till the last volume to have a mythic monster in the bestiary?


Pathfinder Adventure Path Subscriber

Nick, I imagine its because they included quite a few mythic demons and other creatures in the Mythic hardback, knowing it would accompany the AP.


This is a pretty neat adventure. So some of the encounters are pretty brutal. Though given the power of the PCs at this point, it makes sense.

And maybe it's me, but this adventure seemed to be very "gruesome". More then the previous adventures in the path. I'm not saying this is a bad thing, this is the heart of the Worldwound we're talking about. It's just something I noticed.

Familiar:
So the fact that Areelu has a mystic familiar with class levels is pretty impressive. I want a mystic familiar with class levels...

-Kcinlive


ericthecleric wrote:
Nick, I imagine its because they included quite a few mythic demons and other creatures in the Mythic hardback, knowing it would accompany the AP.

Oh right I almost forgot about that book.

Paizo Employee Creative Director

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Nick O'Connell wrote:
Just wondering,how come they waited till the last volume to have a mythic monster in the bestiary?

Because in my opinion, mythic monsters shouldn't be commonplace. They should be unusual and rare cases, and most of them you meet in adventures should be hand-crafted NPCs.

But another reason: because when most of these monsters were being written, the mythic rules weren't yet complete and nailed down, and with us needing to scramble to try to sync up those rules with the rest of the adventure, avoiding using mythic monsters in the first few bestiaries was a time-saving and sanity-saving measure.

Webstore Gninja Minion

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Generic Villain wrote:
I assume Paizo is now giving themselves two weeks in case this comes up again. A grace period.

A victim of our own success, as it were. :D We are indeed estimating a larger that previous window for subscription shipments to allow for a variety of factors (from inclement weather conditions to product delays to technical issues to wild triops infestations to reality-bending rents in time and space).


James Jacobs wrote:
Nick O'Connell wrote:
Just wondering,how come they waited till the last volume to have a mythic monster in the bestiary?

Because in my opinion, mythic monsters shouldn't be commonplace. They should be unusual and rare cases, and most of them you meet in adventures should be hand-crafted NPCs.

But another reason: because when most of these monsters were being written, the mythic rules weren't yet complete and nailed down, and with us needing to scramble to try to sync up those rules with the rest of the adventure, avoiding using mythic monsters in the first few bestiaries was a time-saving and sanity-saving measure.

Definitely get that! ;-)


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magnuskn wrote:

** spoiler omitted **...

Spoiler:
SO would she becomes the goddess of consensual sex in the missionary position for the purpose of procreation?

Does Beyond the Campaign give anything for maxed-out PCs to do?


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AlgaeNymph wrote:
Does Beyond the Campaign give anything for maxed-out PCs to do?

Besides demolishing Cheliax and slaughtering House Thrune?


Pathfinder Adventure Path, Rulebook Subscriber

Man...I loved the fate of Numeria if the PC's fail. That's campaign almost in itself

Also mentions cyborg demons!!!!

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

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Liz Courts wrote:
Generic Villain wrote:
I assume Paizo is now giving themselves two weeks in case this comes up again. A grace period.
A victim of our own success, as it were. :D We are indeed estimating a larger that previous window for subscription shipments to allow for a variety of factors (from inclement weather conditions to product delays to technical issues to wild triops infestations to reality-bending rents in time and space).

Amusing I'm reading this while (re) watching Primeval.


Pathfinder Adventure Path Subscriber
AlgaeNymph wrote:
Does Beyond the Campaign give anything for maxed-out PCs to do?

Yes and no. There are things PCs can do like found a demiplane or nation, repopulate and fix lost Sarkoris, or become a god, but there's little detail - just general suggestions. For example, it notes some of the "threats" that still exist in the Worldwound region, but I think the most dangerous one has a challenge rating of 23. A pebble in the shoe of the PCs by the time they're finished with this AP.

I think that aspect of "Continuing the Campaign" was a concession for people who wished to continue with their demigod PCs. In other words, Paizo had to put something there. Really though, if you read between the lines, the conclusion is a simple one: 20th-level PCs with 10 mythic tiers have no more challenges left to face. They've reached the top of the mountain, and until (if) Paizo ever decides to release rules for even higher levels of play, there's no way to climb any higher.

Sure the GM can throw together uber-high-level challenges and adventures, but there's no way for the PCs to grow, so... what's the point? Time to retire and roll up a new batch of 1st-level dorks who faint at the mere mention of the word "demon."


My players, who do have characters at that power level, generally only break them out for those adventures that will challenge them. And only if they all agree.

They usually run their mid level heroes on a game to game basis.

I do intend to have Asmodeus steal their cartographer/sage to draw them into another series of adventures...you don't think Baphomet really "escaped" on his own do you? He was the big A's sleeper agent to be revealed at the proper moment to crush the Abyss and end the Blood War once and for all!!!

Or so my plotting to this point seems to be telling me at this time.


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MMCJawa wrote:

Man...I loved the fate of Numeria if the PC's fail. That's campaign almost in itself

Also mentions cyborg demons!!!!

Doom: Pathfinder edition. ;)


Pathfinder Adventure Path Subscriber
selunatic2397 wrote:

I do intend to have Asmodeus steal their cartographer/sage to draw them into another series of adventures...you don't think Baphomet really "escaped" on his own do you? He was the big A's sleeper agent to be revealed at the proper moment to crush the Abyss and end the Blood War once and for all!!!

Or so my plotting to this point seems to be telling me at this time.

Why does everyone think this all of a sudden? No, he really did escape from Asmodeus, and there's no Blood War in Golarion. Not that him controlling Baphomet would even change anything in this AP.


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Pathfinder Adventure Path Subscriber
Andrea1 wrote:
magnuskn wrote:

** spoiler omitted **...

** spoiler omitted **

Spoiler:
According to the adventure, she'd become the goddess of outcasts, artists and the glories of midnight.

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Mechalibur wrote:
selunatic2397 wrote:

I do intend to have Asmodeus steal their cartographer/sage to draw them into another series of adventures...you don't think Baphomet really "escaped" on his own do you? He was the big A's sleeper agent to be revealed at the proper moment to crush the Abyss and end the Blood War once and for all!!!

Or so my plotting to this point seems to be telling me at this time.

Why does everyone think this all of a sudden? No, he really did escape from Asmodeus, and there's no Blood War in Golarion. Not that him controlling Baphomet would even change anything in this AP.

Since I did not see you at my last session, I do have the Blood War in my game...I don't use Golarion as my setting, And yes he did not "escape from Asmodeus".

I run my game...you run yours...have fun in Golarion and I'll have fun in my setting.


Pathfinder Adventure Path Subscriber

Dude, chill. You can run your home games however you like.


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Ashram wrote:
MMCJawa wrote:

Man...I loved the fate of Numeria if the PC's fail. That's campaign almost in itself

Also mentions cyborg demons!!!!

Doom: Pathfinder edition. ;)

Yes!

Between Inner Sea Bestiary and Rasputin Must Die we have rules for tanks, flame-throwers, machine-guns, force-fields, plasma and laser weapons, etc. We can do this!


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Pathfinder Adventure Path Subscriber
Mechalibur wrote:
Hah, a mythic familiar. Is there a class ability/feat that lets you do that or is Areelu special because she's a villain?

I kind of hope this isn't the case. I don't want to be somebody that complains in a good number of his post here, but things like that are starting to become a little irritating and are becomeing a small pet peve of mine about Golarion's mythic personalities. Paizo makes mythic rules for the purposes of having rules for high powered campaigns in the spirit of the old epic rules, and then can't seem to just follow their own rules when it comes character creation half the time when they give those people extra things the PC within the rules can't get.

Off the top of my head Baba Yaga, Tar-Baphon, Arazni, Jetembe, and now Areelu have extra things not counting people I missed, and if they ever stat up people like Geb, the non-god Aroden, among others they probably will have extra features also. The ones that stuck to just the Mythic rules are the less notable ones. It's sort of like saying yeah, we made these rules so you can have great mythic characters, but we made it so they can't be as powerful or have as interesting abilities as these people. They're special and you can't be. It's either that or they think the rules they created largely for the purposes of doing so aren't good enough to create the type of characters they want to make or stories they want to tell.

I think I remember when it was said that they tried to make Karzoug in Rise of the Rune Lords using only the rules in the Core Rulebook for the most part to showcase that powerful and interesting people that could challenge the party could be done by doing that. Is that philosophy not the case anymore?

(I should point out that they really didn't go though on that with Karzoug either as he broke the rules too.)


What kind of backup does Deskari have in the final fight? Obviously, he isn't facing the party alone. He's gonna bring in his whole crew!

Paizo Employee Creative Director

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Drock11 wrote:

I think I remember when it was said that they tried to make Karzoug in Rise of the Rune Lords using only the rules in the Core Rulebook for the most part to showcase that powerful and interesting people that could challenge the party could be done by doing that. Is that philosophy not the case anymore?

(I should point out that they really didn't go though on that with Karzoug either as he broke the rules too.)

Actually... we didn't "break the rules" with Karzoug at all. He's supposed to be a unique foe, a powerful NPC who has abilities and resources not available to PCs. He's as much a monster as he is a human with a character class.

And he is indeed intended to be a "core book bad guy." He's sitting in the middle of the runelord scale of power. There are 3 less powerful and 3 more powerful. We did that on purpose, because we wanted the ability to skew in either direction in the future as opportunities for new runelord-related adventures came up. And we've already used that once, for PFS.

We do the same thing for many of our NPCs, because we're not building PCs. We're building NPCs, whether they're humans with commoner levels, a froghemoth, a babau assassin, or humans with all sorts of class levels and mythic tiers and unique abilities.

We don't build them to showcase "legal character builds." That's not really something we're into—that's for players.

That's why Areelu has a mythic familiar with class levels and tiers—because that makes her more memorable and makes for a more interesting set of encounters. It's no different, really, than Sifkesh's ability to heal damage from critical hits, or a dragon's ability to breathe fire—it's a special ability.

We build them as allies and enemies for your player characters to face in battles and that that means that we have to build them to fit a target CR... something players don't ever need to worry about. And often, especially for NPCs with class levels, hitting the target CR's numbers require special rules and exceptions and new stuff. ESPECIALLY if we want to make one who's above CR 24, which is on itself the CR of a 20th level 10 tier human.


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Pathfinder Adventure Path Subscriber

I love the idea that major NPCs aren't completely made from the books. This keeps a flavor of the unknown so people can't see an enemy and know what they are and what they can do. It also keeps them unique and more flavorful.


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Lloyd Jackson wrote:
Ashram wrote:
MMCJawa wrote:

Man...I loved the fate of Numeria if the PC's fail. That's campaign almost in itself

Also mentions cyborg demons!!!!

Doom: Pathfinder edition. ;)

Yes!

Between Inner Sea Bestiary and Rasputin Must Die we have rules for tanks, flame-throwers, machine-guns, force-fields, plasma and laser weapons, etc. We can do this!

All we need is Doom-Guy and the forces of the Abyss are screwed!


3 people marked this as a favorite.
Ashram wrote:
MMCJawa wrote:

Man...I loved the fate of Numeria if the PC's fail. That's campaign almost in itself

Also mentions cyborg demons!!!!

Doom: Pathfinder edition. ;)

No, John -- you ARE the demons.


So how tough is this adventure path? I ask in part because I was planning on running carrion crown and bought all of the books for it, only to have some dunderhead that I play with buy it and start running it with his friends (despite the fact that I have been telling people I want to run it for months now, hung the promo poster on the gaming room wall, etc). Guy claims that he forgot I wanted to run it, and knowing him he's probably telling the truth.

The REST of my gaming group are pretty hard core min maxers. Is this the sort of adventure path with a climactic battle that will likely end in the party pulling some sort of scry/buff/teleport shenanigan with the party gunslinger unloading fifty shots into the demon lord, dropping him before he can act, and then blowing the smoke off of his pistols of the infinite sky with a grin and a nonchalant "is THAT all?"


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Werebat wrote:
Ashram wrote:
MMCJawa wrote:

Man...I loved the fate of Numeria if the PC's fail. That's campaign almost in itself

Also mentions cyborg demons!!!!

Doom: Pathfinder edition. ;)
No, John -- you ARE the demons.

click for meme weridness:

Staunton waited. The quasits above him blinked and sparked out of the air. There were demons in the Drezen . He didn’t see them, but had expected them now for years. His warnings to Queen Galfrey were not listenend to and now it was too late. Far too late for now, anyway.
Staunton was a paladin for fourteen years. When he was young he watched the paladins and he said to dad “I want to be on the crusades daddy.”
Dad said “No! You will BE KILL BY DEMONS”
There was a time when he believed him. Then as he got oldered he stopped. But now in the dwarven Drezen base of the crusades he knew there were demons.
“This is Galfrey” the sending crackered. “You must fight the demons!”
So Staunton gotted his glaive and blew up the wall.
“HE GOING TO KILL US” said the demons
“I will shoot at him” said the Areelu and she fired the magic missiles. Staunton smote at her and tried to slash her up. But then the ceiling fell and they were trapped and not able to kill.
“No! I must kill the demons” he shouted
The sending said “No, Staunton. You are the demons”
And then Staunton was an Antipaladin.

Shadow Lodge

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*SNERK*

Scarab Sages

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Axial wrote:
What kind of backup does Deskari have in the final fight? Obviously, he isn't facing the party alone. He's gonna bring in his whole crew!

4 advanced Balors and 8 greater apocalypse locusts. Not withstanding his ability to summon in three more normal Balors with his swift action SLA.


Lochar wrote:
Axial wrote:
What kind of backup does Deskari have in the final fight? Obviously, he isn't facing the party alone. He's gonna bring in his whole crew!
4 advanced Balors and 8 greater apocalypse locusts. Not withstanding his ability to summon in three more normal Balors with his swift action SLA.

"Greater" locusts?

Scarab Sages

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Advanced apocalypse locusts with MR 6.

Spoiler:

GREATER APOCALYPSE LOCUSTS CR 14/MR 6
XP 38,400 each
Advanced apocalypse locust (Pathfinder RPG Bestiary 412)
CE Large outsider (evil, extraplanar, mythic)
Init+6; Sensesdarkvision 60 ft., see invisibility; Perception +22
DEFENSE
AC29, touch 13, flat-footed 25 (+2 Dex, +2 dodge, +16 natural,
–1 size)
hp212 each (16d10+124)
Fort+14, Ref+9, Will+13
DR10/epic; Immuneelectricity, poison; Resistacid 10, cold 10,
fire 10; SR25
OFFENSE
Speed30 ft., fly 60 ft. (good)
Melee2 pincers +26 (2d6+12 plus grab), sting +27 (1d6+12
plus poison)
Space10 ft.; Reach10 ft.
Special AttacksAbyssal torment, breath weapon (30-ft. line,
6d6 fire damage plus accursed brand, Will DC 22 negates,
usable every 1d4 rounds), constrict (1d8+18), maddening
buzz, mythic power (6/day, surge +1d8), powerful pincers
Spell-Like Abilities(CL 14th; concentration +18)
Constant—see invisibility
At will—blight(DC 19), greater dispel magic, greater teleport
(self plus 50 lbs. of objects only), telekinesis(DC 19)
1/day—creeping doom

STATISTICS
Str34, Dex14, Con18, Int15, Wis17, Cha19
Base Atk+16; CMB +29; CMD 43
FeatsDodge
M
, Flyby Attack, Improved Initiative, Improved
Natural Attack (pincer), Lightning Reflexes
M
, Multiattack,
Power Attack
M
, Weapon Focus (pincer)
SkillsAcrobatics +21, Bluff +23, Fly +23, Intimidate +23, Knowledge
(religion) +21, Perception +22, Stealth +17, Survival +22
LanguagesAbyssal
SPECIAL ABILITIES
Abyssal Torment (Su)If a victim takes ability damage from
a greater apocalypse locust’s poison, it suffers wracking
pain and takes a –4 penalty on attack rolls, skill checks, and
ability checks until the damage is healed.
Accursed Brand (Su)A creature that fails its saving throw
against a greater apocalypse locust’s breath weapon has
his flesh branded by the fire and suffers hallucinations for
24 hours. During this time, the victim becomes tainted—
good-aligned clerics and all druids, monks, and paladins are
treated as if they’d temporarily broken their codes of conduct.
Characters who have a class that’s restricted to a good
alignment or lawful alignment are treated as ex-members of
that class for 24 hours. Atonementinstantly ends this effect.
Maddening Buzz (Su)As long as three or more apocalypse
locusts live and churn their wings, any creature within a
range of 100 feet + 10 feet per apocalypse locust must
succeed at a DC 22 Will save or become confused (CL equals
14 + number of apocalypse locusts present). This is a sonic
mind-affecting effect. The save DC is Charisma-based.
Poison (Ex) Sting—injury; saveFort DC 22; frequency1/round
for 6 rounds; effect1 Con plus Abyssal torment; cure2
consecutive saves.
Powerful Pincers (Ex)A greater apocalypse locust’s pincers
are primary attacks.


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Generic Villain wrote:
AlgaeNymph wrote:
Does Beyond the Campaign give anything for maxed-out PCs to do?

Yes and no. There are things PCs can do like found a demiplane or nation, repopulate and fix lost Sarkoris, or become a god, but there's little detail - just general suggestions. For example, it notes some of the "threats" that still exist in the Worldwound region, but I think the most dangerous one has a challenge rating of 23. A pebble in the shoe of the PCs by the time they're finished with this AP.

YESSSsssssssss Thank you god's....


Pathfinder Adventure Path Subscriber
Werebat wrote:


The REST of my gaming group are pretty hard core min maxers. Is this the sort of adventure path with a climactic battle that will likely end in the party pulling some sort of scry/buff/teleport shenanigan with the party gunslinger unloading fifty shots into the demon lord, dropping him before he can act, and then blowing the smoke off of his pistols of the infinite sky with a grin and a nonchalant "is THAT all?"

It's pretty much that kind of AP with any group which has even slight min-max capabilities. Mythic pretty much throws balance out the door and if your players are capable of differentiating the good abilities from the bad ones, you can expect a Gunslinger to have an initiative of +40 or better, which means he will always go before Deskari, who has, even in his realm, an initiative of only +24.


magnuskn wrote:
Werebat wrote:


The REST of my gaming group are pretty hard core min maxers. Is this the sort of adventure path with a climactic battle that will likely end in the party pulling some sort of scry/buff/teleport shenanigan with the party gunslinger unloading fifty shots into the demon lord, dropping him before he can act, and then blowing the smoke off of his pistols of the infinite sky with a grin and a nonchalant "is THAT all?"
It's pretty much that kind of AP with any group which has even slight min-max capabilities. Mythic pretty much throws balance out the door and if your players are capable of differentiating the good abilities from the bad ones, you can expect a Gunslinger to have an initiative of +40 or better, which means he will always go before Deskari, who has, even in his realm, an initiative of only +24.

Hmm. And if they were denied Mythic tiers? Impossible to beat?


James Jacobs wrote:
Replying to stuff...

Sort of off-topic, but in the RotRL Anniversary edition, I'm surprised you didn't specifically call out Karzoug to be a Thassilonian specialist, even though his spell list reflects this. That'd be like the one thing that would be non-core about him. (And if you're playing 3.5, that would be core. ;))


Pathfinder Adventure Path Subscriber
Werebat wrote:
magnuskn wrote:
Werebat wrote:


The REST of my gaming group are pretty hard core min maxers. Is this the sort of adventure path with a climactic battle that will likely end in the party pulling some sort of scry/buff/teleport shenanigan with the party gunslinger unloading fifty shots into the demon lord, dropping him before he can act, and then blowing the smoke off of his pistols of the infinite sky with a grin and a nonchalant "is THAT all?"
It's pretty much that kind of AP with any group which has even slight min-max capabilities. Mythic pretty much throws balance out the door and if your players are capable of differentiating the good abilities from the bad ones, you can expect a Gunslinger to have an initiative of +40 or better, which means he will always go before Deskari, who has, even in his realm, an initiative of only +24.
Hmm. And if they were denied Mythic tiers? Impossible to beat?

Probably. Those demon lords your party is likely to face cast spells like Blasphemy at CL 27-29 and can cast Mythic Timestop. If they get to go first, they have easy methods of locking down the battlefield so that they can deal with the party members separately.

Scarab Sages

At least the Deskari fight starts with the party broken up a fair bit across the map, so you can always fudge the numbers so big D doesn't end up with the gunslinger.

Liberty's Edge

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Pathfinder Companion, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber

GM: "I slightly modified Deskari. I gave him an extraordinary ability called bulletproof skin. His natural AC counts as part of his touch AC vs bullets, regardless of the range increment. So vs. bullets, his touch ac is 47. You'll have to roll better than a thirteen instead of better than a one. Go for it."

Paizo Employee Creative Director

Ashram wrote:
James Jacobs wrote:
Replying to stuff...
Sort of off-topic, but in the RotRL Anniversary edition, I'm surprised you didn't specifically call out Karzoug to be a Thassilonian specialist, even though his spell list reflects this. That'd be like the one thing that would be non-core about him. (And if you're playing 3.5, that would be core. ;))

There's more about him than non-core for sure. The point is he was built without using an EXPANSION to the core's power, though. Like Mythic or Epic or whatever have you for whatever system.

And we do call him out as a Thassilonian specialist in the Anniversary edition; that callout is at the end of his spell selection in his stat block.


Pathfinder Lost Omens, Rulebook Subscriber

What items are in the appendix of the book?


zergtitan wrote:
What items are in the appendix of the book?

Deskari's Tooth (Areelu's weapon, gift from Deskari)

Mournful Razor
Nahyndrian Chisel
Master's Lash
Quasit Key
Robe of the Rift
Riftcarver (Deskari's weapon)
Noriznigath (Storm King's weapon)


Drock11 wrote:
Mechalibur wrote:
Hah, a mythic familiar. Is there a class ability/feat that lets you do that or is Areelu special because she's a villain?

I kind of hope this isn't the case. I don't want to be somebody that complains in a good number of his post here, but things like that are starting to become a little irritating and are becomeing a small pet peve of mine about Golarion's mythic personalities. Paizo makes mythic rules for the purposes of having rules for high powered campaigns in the spirit of the old epic rules, and then can't seem to just follow their own rules when it comes character creation half the time when they give those people extra things the PC within the rules can't get.

That was one of the beefs about Forgotten Realms and all those Mary Sues.... pre Third edition that is.

Paizo Employee Creative Director

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NPCs and monsters aren't PCs. They're built for an entirely different purpose than PCs, and as such the way they interact with the rules of the game are different. As such, they often get things that PCs don't or can't get, because getting those things, like a mythic familiar, are important for story purposes.


Was it Wayne Reynolds that drew the art of Areelu Vorlesh on page 59 of the AP?? I really want to know cuz this is the most stunning succubus I have seen in a long while; the look, the posture, the dress, the imposing and slightly charming / horrifying impression she gives away. Quite stunning.

Shadow Lodge

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Adventure Path Charter Subscriber; Pathfinder Battles Case Subscriber
Mechalibur wrote:


Totally ambivalent on a Nocticula AP. Just seems way to specific and kinda boring.

I don't know, I think a midnight redemption AP could be cool. I think it would need to be mythic to accommodate the opposition and grand scope of tasks required.

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