Palace of Fallen Stars (GM Reference)


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GM reference thread for Palace of Fallen Stars.

Silver Crusade

Huah, I can't wait until I get my hands on this.

My party recruited Illaris to tag along so there's bound to be a good amount of political intrigue I'd like to weave with her double-agent-ness.

Oddlying I can't seem to purchase the AP subscription, keeps saying step 3 is incomplete in terms of reminding me about the subscription.

Silver Crusade

Currently the Techslinger in my party has gotten to tapping around the cracks of what Illaris is up to, but so far she's been a pretty good boon to the party (Mainly a good flanker). There'a working tolerance and there's been some good role-play banter between her and the party.

Illaris however still is working on her 'big scam' and somehow this unity they're chasing after might be the item that tips her into the right favors of the Technic league to pierce the inner circle.

There's a tenuous relationship she has with her captain Ghartone, though with her wit and charm, she's managed to get the jobs that interested her. This reputation has earned her a few harsh glances of favoritism from other members under his command but none mention it.

In "The Choking Tower" Illaris and Redfang went at it when he accompanied them to the Aurora's wreck. He entered right into combat as soon as he saw her. After an interruption by the party, and a few good diplomacy checks, Redfang stormed off in a flurry claiming that "you'll regret this someday. That harlot will back-stab you the moment you're not looking... get her out of Iadenveigh and the Stags won't pursue.. But I swear upon my honor that If I see her face it will be the last thing she'll ever see!"

Given their travels and the few levels they've done in the Chocking tower proper, she's grown on them as being a conniving trickster if not a little self-serving.. but effective when you need her the most. A departure from Redfang whom was more the honorable stoic professional.

From that I gather they'll keep her along so I'm looking to expand on her story at Starfall where Ghartone will come back into play.

Been itching to use this music:
https://www.youtube.com/watch?v=cUy78QHeuvs

Anyone else have any plans for mods to this module?


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Being nitpicky here, but it looks like the PDF is infected with a "search and replace 'fi' with nothing" monster.


I think Kevoth-Kul (The Black Sovereign) is missing two rage powers.

Which ones should he have?

Is there any juicy behind-the-scene explication for this (ex: changes in level or classes during development)?


I think I'd switch out some of the Battleguards' weaponry for smaller weapons in certain places instead of just copy pasting the stat block. Otherwise before long the party will literally be swimming in rocket launchers.


Also, in the Shade's stat block under morale, it's missing the number of hit points that causes her to flee.

Silver Crusade

Nakteo wrote:
I think I'd switch out some of the Battleguards' weaponry for smaller weapons in certain places instead of just copy pasting the stat block. Otherwise before long the party will literally be swimming in rocket launchers.

You can just reduce the number of charges to 2 or 1, or have it become an integrated shoulder mounted weapon. Overall I don't think it's a big deal as they're quite heavy meaning that not everyone is going to have a necklace of fireballs (even better than a necklace actually).

This does however make it particularly dangerous to the unprepared caster if they low roll on init due to the 10d6 AOE.

BTW: I'm wondering why it's listed as 10d6 untyped damage rather than 6d6 fire and 6d6 blunt as stated in the Technology guide.

Silver Crusade

Hmm.. I'm trying to figure out a way for Ozmyn Zaidow to be a recruit-able NPC. Not for a long term gig, but perhaps as a show of strength to his people (if the PCs save him) to go to the silver mount with these--

Ozmyn: "..these bold adventurers.. a breath a fresh air that have granted a second wind to my once clouded mind. To Kul; I have the utmost respect, I...I.. may have never acknowledged your efforts.. <looks-into-Kul's-eyes-with-could-have-been-reflections> but in both sickness and health you've shown unshakable resolve. With a soul such as yours among our number I can proudly lay down my sword.. and my life if needed; knowing that the fate of Numeria lies in capable hands.... May Gorum forgive me in battle where I have failed as Sovereign.. To You <looks upon the PCs> ... If you shall accept my sword.. I'd gladly cut down the technic league side by side with such noble warriors!"

Obviously if this is done, there will be immediate conflict with Zernebeth whom sees a wrench in her plans. Perhaps she might resolve herself to back-stab them at some point, or redesign her efforts to salvage the 'New Techic League' from the ashes of old.

Assuming Ilarris is with the party, she'll be aligned with Ozmyn, but for reasons of her own should the party have her side with them in her loyalty mission involving Ghartone.

Ghartone: "Girl... I've taught you almost everything you know, without me, you're just another sell sword amiss a sea of death. I can forgive you if you stop these foolish endeavors and align once again with the league!"

<some combat>

Ghartone: "Ilarris! Think of what you're doing! The League's influence is wide! You could have been a captain who's respect would have rivaled that Witch Zernebeth! Come to your Senses Ilarris!!"

<some combat>

Ghartone: "Think of what your father would say.. what he would see! His daughter with all the power she could grasp, but the balance of it hanging on a knife's edge! Power respects only those smart enough to grasp it.. unless these sorry vagabond excuse for adventurers have blunted your ambitions!

<failed loyalty>

Ilarris: (In a hoarse, conflicted whisper) "Thanks for everything <player-with-most-interaction> .. but my time with you has run out... These are the crossroads; and it's time for us to part ways.. <sneak attack-weakest-party-member>.

Ghartone: "I knew you'd come to your senses, now lets get rid of these pests... League Captain Ilarris!"

<loyalty>

Ilarris: "To design yourself a replacement for my father.. how dare you... A Zeleshi never quits.. never falters.. and bows to Nobody! Ghartone!! You shall rue this day! My father was a thief, a con-artist and... so am I. <dramatic-emotional-pause> But you are nothing like him... Because he loved me for who I was, not what I could be... Which is more than I can ever say for you! <insert-angry-crying-tears-here>"

Ghartone: "To think I've personally elevated you through the ranks only to have such betrayal! The League never forgets Illaris, even if you best me; you'll be running for the rest of your life girl. It will never end."

Ilarris "Then I shall end the league; wipe it off the face of Numeria... <pause-and-wicked-smile> You should be greatful Ghartone, as I'll honor you to be the first in this house of cards!"


I don't see Ozmyn becoming an ally of the PCs and praising them for breaking his rule of the Technic League.

I like the Ilarris/Ghartone exchange, except the daddy talk. Those people don't strike me as the sentimental type, who start talking like that during a fight.

Silver Crusade

That should have been Kevoth-Kul not Ozmyn, I usually have a beer or two when I'm making my GM notes. Hah. I can't edit it either, pitty.

But yes, you're right, it's supposed to be Kevoth-Kul. Would be odd if Ozmyn started to hit on Kul-Inkit, not to mention their complete lack of interaction. Would be neato if I could edit the names there.

Edit: The daddy talk (because daddy issues is a popular 3d character add-on) actually works with her backstory since she swore vengeance when that wizard conned her dad ending with his death. Kind of sets her on the CE path which she still is (my party is mainly N and G aligned). Oh, and I actually think it was the beer + my dual-page PDF view where it showed pg 57 and 58 left-right so I visually knew the character but pulled the name Ozmyn Zaidow.


Ok, makes a lot more sense like that and would probably work. I'm still pondering, if I want to go that route, but I'll just wait for know, because my party only just finished book 2.

I guess the daddy talk makes sense for Ilarris, but I just don't see it fitting with Ghartone, as he doesn't strike me as a fatherly figure, considering what he had planned for Val.


It might be theoretically possible to disrupt Unity's influence over Ozmyn at least temporarily by placing him in an Anti-Technology Field AND an Anti-Magic Field. Anti-Tech will shut down Unity's devices, and Anti-Magic will prevent him from teleporting away, while also removing any control Unity might have placed through its divine power. This way the party might at least be able to attempt interrogation until one of the fields wears off and Unity reinstates control. One question is how will Ozmyn view his relationship with Unity once the Iron God is no longer in his head?


Nakteo wrote:
It might be theoretically possible to disrupt Unity's influence over Ozmyn at least temporarily by placing him in an Anti-Technology Field AND an Anti-Magic Field. Anti-Tech will shut down Unity's devices, and Anti-Magic will prevent him from teleporting away, while also removing any control Unity might have placed through its divine power. This way the party might at least be able to attempt interrogation until one of the fields wears off and Unity reinstates control. One question is how will Ozmyn view his relationship with Unity once the Iron God is no longer in his head?

Pawn of Unity: In any event, Ozmyn is a willing pawn of the AI.

So maybe he is content with his role as a trailblazer for Unity?

Silver Crusade

Gratz wrote:


I guess the daddy talk makes sense for Ilarris, but I just don't see it fitting with Ghartone, as he doesn't strike me as a fatherly figure, considering what he had planned for Val.

Well they're both CE. It's not a 'fatherly' kind of relationship as much as it is Ghartone recognizing an ace when he as it. He's basically playing on her drive for power since.. well that's like a huge turn on for Chaotically Evil characters. The wild card here is that Ilarris, while CE, sees a mutual benefit for being with the PCs, similar to how she traveled with that pathfinder for a time... until they got ambushed and she totally joined ranks with his killers that is. The League itself is also not as strong as it used to be.. but still has great influence giving her confliction.

The daddy issues bit is the light-in-the-dark play on themes where as nutty and b**chy as she is, there's some nobility in there... Mostly pride but some good. In addition, Ghartone would totally be a d**k and play on her emotions by invoking her father, an infamous larcenist, and professional backroom dealer and wheeler.

I read her as an opportunist harlequin which served well for the role of double-agent in "The Choking Tower". I'm sill in book 3, but my general goal for her is "The enemy of my enemy is my friend" where Unity is the greater threat.. and perhaps even a promotion opportunity. The Lure of getting into that precious inner circle at the Technic League advances her goals in terms of the 'long con' she has planned out. Comparing these 'opportunities' to that of simply reporting back to Ghartone, there's a risk-benefit relationship for why a CE NPC would stick around with a goodie-two-shoes party, abandoning her prior petty mission (which had no time-frame).

I was looking for this type of character to add some inner-party drama, too bad what I was looking for came in book 4 (Hyrsek Caio) when I started to make plans for Ilarris. In all honestly, Paizo needs more significant cool dude characters that can stick around rather than loading it full of vixens. To her credit, she at least wears functional armor.

Overall though, she can totally get massacred by the party as she's posted as an antagonist, so I wouldn't plan that far ahead. I worked her in when my party didn't feel right just killing the spy when she wasn't exactly out to kill anyone. They lost the trust of Redfang, as well as much rapport in Iadenveigh (including that bow reward!) despite fixing the toxic gas problem. They sacrificed a lot by not killing her, or imprisoning her.

As far as Ilarris (currently in book 3) feels about the matter, she's playing up "The technic league is not your enemy here.." and demonstrates by helping turn off the gas at the control room, as well as revealing a half-truth about her mission (just the mutagenic agents part, not the whole pulling Iadenveigh into the fold thing).

For me, the showdown at "The palace of fallen stars" seemed the right time for her to finally make a loyalty choice pending on the party's past interactions and travels with her. Once again.. as an 'opportunist.' The name is fitting for a catharsis of events both internal (party dynamic) as well as external (the whole silver-palace-technic-league shebang).


Ayanzo wrote:
Nakteo wrote:
I think I'd switch out some of the Battleguards' weaponry for smaller weapons in certain places instead of just copy pasting the stat block. Otherwise before long the party will literally be swimming in rocket launchers.

You can just reduce the number of charges to 2 or 1, or have it become an integrated shoulder mounted weapon. Overall I don't think it's a big deal as they're quite heavy meaning that not everyone is going to have a necklace of fireballs (even better than a necklace actually).

This does however make it particularly dangerous to the unprepared caster if they low roll on init due to the 10d6 AOE.

BTW: I'm wondering why it's listed as 10d6 untyped damage rather than 6d6 fire and 6d6 blunt as stated in the Technology guide.

You beat me to the damage question. I would still probably have rocket launchers only in the hands of the gearsmen who are on the wall of the Technic League compound, and maybe one in every few squads of gearsmen in the streets once the PC's gain enough notoriety. Honestly, I don't think even the Chaotic Evil Technic League are going to arm their standard robotic peacekeeping squads with enough artillery to level a city block (and that's assuming only 2 shots per launcher). And they definitely wouldn't allow such explosive weaponry to be used inside the compound itself where all their toys and experiments are kept. I'd probably replace their ranged option with stun guns, to be replaced by timeworn laser pistols once notoriety gets high enough.


Gratz wrote:

Pawn of Unity: In any event, Ozmyn is a willing pawn of the AI.

So maybe he is content with his role as a trailblazer for Unity?

Indeed. I'm just throwing out ideas that PC's might think up that the AP might not account for. And besides, it could be an interesting idea for Unity's control over Ozmyn, and Ozmyn's status as a willing pawn to be suppressible, but only briefly, ultimately leaving his status as an antagonist unchanged.

Paizo Employee Creative Director

The rocket launcher damage for the gearsmen is in error; should be the same as for the Tech Guide. Replacing the rocket launchers with a wide range of weapons is a good idea though, if only for variety's sake. Word count issues prevented that from happening in print.


On page 10, Mockery offers the PC's all his gear (minus his cybernetics) if they require incentives to join his band of mocky men. However, the book never mentions what gear he has to offer. I assume this was an oversight, but any thoughts on what said gear ought be?

Silver Crusade

I just realized that the interactive maps for this volume don't include the starfall map with removable tags like the other volumes.

Is this intentional?

Paizo Employee Creative Director

Nakteo wrote:
On page 10, Mockery offers the PC's all his gear (minus his cybernetics) if they require incentives to join his band of mocky men. However, the book never mentions what gear he has to offer. I assume this was an oversight, but any thoughts on what said gear ought be?

Oversight. I had to cut Mockery's stats to make room for the rest of the adventure, and neglected to add back in his gear as treasure. The hope is, of course, that the PCs don't need bribes to help out, since what they're there to do is already coinciding with his hopes for them. If it comes down to the PCs requiring bribes, this is a GREAT chance for you as the GM to custom build an offering or payment for your group—something that plays directly to their character's strengths, in other words. Barring that, he can certainly just give the PCs a bag of a dozen or so grenades and perhaps a grenade launcher to help them say hello to the Technic League!


just watch Terminator and ask yourself "what would Jon Connor give them?"
*hint* see james Jacobs post above:-p

Silver Crusade

Minor hiccup on page 14 on Doc Hellbroth's Golem, it should be bestiary 2, not bestiary 3 for the clockwork golem.

I'm starting to prep this for my VTT so all these little nuggets will pop up as I give it a good read through.

Silver Crusade

Zernebeth can provide maps of all floors of the compound,
including all of the chambers below, and can advise the PCs
about the types of dangers they’ll face therein, but as with
the fight against Ozmyn, she prefers to keep a subtle and
somewhat hidden role while the PCs clean things up. At your
discretion, if you think the PCs could use some additional
aid, Zernebeth cam accompany them. Likewise, if the PCs
get in over their heads and are captured, she can come to
their rescue. Doing either of these things blows her cover,
though, and after providing the service, she teleports to a
safe place in Irrisen to wait for things to blow over back here
in Numeria before returning at the end of the adventure to
lay claim to the role of leader.

on page 41


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

I'm wondering. Area D8 is supposed to have four (Large) myrmidon robots in case of reinforcement use. While they would probably fit (if only barely), how is there supposed to be a combat there then. :)

Silver Crusade

@Zaister they can be patrolling the compound, the stairs to D7 allow it to effectively be one room at this point i'd wager just to have it make sense.

Also Kronsieg seems to have a disable device +0 (+6 vs high tech)

For a Rouge 12.. I think something is wrong here?

Silver Crusade

Nakteo wrote:
Also, in the Shade's stat block under morale, it's missing the number of hit points that causes her to flee.

I also just noticed this, looks like a typo.

Palace of fallen stars wrote:


The Shade uses dimension door to escape combat
if reduced to hit points or fewer, then flees back to the
Technic League compound. If she escapes, increase the PCs’
Notoriety by 10

Silver Crusade

I must comment on the grid alignment, it was painful for the technic league basement as it clearly isn't sized properly, the palace however was well proportioned. The gridless option is useful, but the doors always align to the grid so there's extra effort even for the gridless options.

The labels duke the labels! Probably the most roomiest map I had to annotate.

all the lines and all the labels!

Scarab Sages

Is there anything in particular that's meant to happen if the Black Sovereign is cured of his addiction?

"See the beginning of Part 3 for details on how these events impact Starfall, or how the Black Sovereign acts if he’s cured of his addiction."

I looked in Part 3, but beyond "unrest" caused by him being killed/defeated/cured, I don't see anything additional that happens for him still being alive and cured.

Silver Crusade

I have him written as a potential NPC as he discharges his duties to Kul-Inkit. Mainly since there's a shortage of cool dude characters.

In general however, he'd provide what aid he can in assaulting the Technic League compound, but in all likelihood he'll be marked for assassination by the league whom will put another approved.. and obedient Sovereign on the throne. You can have him be the source of the unrest as he leads his garrison against the technic league captains that have deployed across the city as a simple way to hand wave him out.

At the very least however, they should be given some supplies... within reason as his guards need to be well armed to take on the captains. The battle guards will immediately turn against the Kellids (in time as word spreads) so the only aid he can offer would probably be low tech, or perhaps a choice melee/bow weapon.

Paizo Employee Creative Director

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Karui Kage wrote:

Is there anything in particular that's meant to happen if the Black Sovereign is cured of his addiction?

"See the beginning of Part 3 for details on how these events impact Starfall, or how the Black Sovereign acts if he’s cured of his addiction."

I looked in Part 3, but beyond "unrest" caused by him being killed/defeated/cured, I don't see anything additional that happens for him still being alive and cured.

Oops... that's a minor error. We didn't have room in the adventure (this one was a particular bear to fit, actually), and moved that advice over to Kevoth-Kul's NPC entry. You can find some advice on what to do if he's cured on page 57 of the book. There's not much more there, though.

In short, if the PCs cure the Black Sovereign, he could well become a full-on ally of the PCs. Having him accompany the PCs into the Technic League compound is plausible, but I'd only recommend that if you think your PCs need a little help along the way. It's a bit unconventional but you could even have a PC take over playing him as a PC if you want; this works particularly well if you have a PC death in the last bit of the adventure.

The best way to handle Kevoth-Kul's presence once he's cured, though, is to simply describe to the PCs how he's taking control of the situation again. In this case, it's not so much chaos in the city that scatters and distracts the Technic League, it's them defending their slipping grasp on power against an increasingly outraged group of barbarians. You can have Kevoth-Kul or some of his minions crash into the Technic League compound as the PCs adventure there, either as window dressing in the background to their own fights or as a way to swoop in and rescue the PCs if they get in over their head.

Essentially, curing Kevoth-Kul gets the PCs a "get out of peril free" card, more or less. It's a pretty cool backup plan/reward; if the PCs are about to face a TPK, then you can have Kevoth-Kul and his allies come rescue them, and it'll feel less like you pulling a deus ex machina to salvage a TPK and more like the PCs gaining the benefits of their good work and excellence earlier in the game.

Hope that helps!

Scarab Sages

It does! Thanks so much James :)


How would Isuma's presence affect entering and exploring Starfall? Due to her alien nature, you'd have to have her pretty well disguised while walking abroad, not to mention deceiving the robotic guards that this stark white, four-armed, spade-headed person is NOT an alien. How has this been handled?
This query could also be applied to smuggling an android into Starfall without setting off every alarm.

Silver Crusade

So... where are these Barbarian Gargoyles at? Page 246 of the monster codex is the index... right after vampires.

.

.

.

Palace of Fallen Stars pg23 wrote:


BARBARIAN GARGOYLES CR6
XP 2,400 each
hp 52 each (Pathfinder RPG Bestiary 137, Pathfinder RPG Monster Codex 246)

Normal gargoyles are CR 4 so I guess I'll have to add a few levels of barbarian manually.

Silver Crusade

Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

Barbarian Monster Template

Pathfinder PRD Monster Codex wrote:


Barbarian Creature (CR +2 or +3)
A barbarian creature can fly into a rage, granting it numerous bonuses in combat. It also gains additional hit points and a few valuable defensive abilities. A barbarian creature's CR increases by 3 if the creature has 10 or more HD. A barbarian creature must be chaotic.

Quick Rules: +2 on all rolls based on Str; can rage† for a number of rounds per day equal to 4 + its HD + its Con modifier (this functions as greater rage† if the creature has 10 or more HD); gains DR 1/— and uncanny dodge† (DR 3/— and improved uncanny dodge† if the creature has 10 or more HD).

Rebuild Rules: Defensive Abilities uncanny dodge† (improved uncanny dodge† if the creature has 10 or more HD; DR 1/— (3/— if the creature has 10 or more HD); Special Attacks rage† (can be used a number of rounds per day equal to 4 + its HD + its Con modifier, functions as the greater rage† class feature if the creature has 10 or more HD); Ability Scores +4 Strength.


Help wanted!

Putting more 'City' into the "City of fallen stars":

Okay... so there are some interesting things for the players to do/interact with detailed in the book, what I am sort of thinking about though is more 'dressing'.

As in... the parties first walk down 'Light street' and the sort of things that can be used/said to help describe both the feel of the town and the people wandering about their-in.

So... would there be groups or 'Posses' of Barbarian types flaunting it all about?

Would 'Average Joe commoner' shy away from a group of well heeled looking party members?

Possible ideas for stat locations for NPC stats? (Other then, maybe, the NPC guide and rehashing stat block No: 1178 ?

If all the food and water is imported. How is it distributed/sold? Does a Barbarian run town have the Golarion equivalent of corner stores spread along Light street? How far 'back' from said establishments would such amenities likely be?

If the party wanted to actually buy property in the city. What might be the encounters? Would it almost be "Strongest takes what they can hold"?

Thoughts, ramblings and musings all appreciated. :)

Liberty's Edge Contributor

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, wrote:

Help wanted!

Putting more 'City' into the "City of fallen stars":

Okay... so there are some interesting things for the players to do/interact with detailed in the book, what I am sort of thinking about though is more 'dressing'.

As in... the parties first walk down 'Light street' and the sort of things that can be used/said to help describe both the feel of the town and the people wandering about their-in.

So... would there be groups or 'Posses' of Barbarian types flaunting it all about?

Would 'Average Joe commoner' shy away from a group of well heeled looking party members?

Possible ideas for stat locations for NPC stats? (Other then, maybe, the NPC guide and rehashing stat block No: 1178 ?

If all the food and water is imported. How is it distributed/sold? Does a Barbarian run town have the Golarion equivalent of corner stores spread along Light street? How far 'back' from said establishments would such amenities likely be?

If the party wanted to actually buy property in the city. What might be the encounters? Would it almost be "Strongest takes what they can hold"?

Thoughts, ramblings and musings all appreciated. :)

For a decent image, google a couple of pictures of Kiberia in Nairobi and then picture that level of sprawling industrial shanty in well Numeria which I kind of imagine to look a little more like Northern Europe.

Culturally, I imagine the power base to be a sort of unacknowledged split between older clans of Kellid barbarians and newer transplants seeking to get their thrills by turning themselves on to unknown alien Tech. After centuries of competing for similar resources, I don't see clans don't necessarily like each other, but they work together out of respect, old clan blood pacts and clan law. I kind of picture them much like ancient celts in that respect. Old warrior clans that now control much of the resources/commodities with the oldest clans being the most powerful and holding most of the control. The extort and intimidate almost like barbaric crime families, but with less fitness. They might even possess kill rights or similar rights based on old clan pacts that place them above the law in certain circumstances, which would make them very dangerous. I also pictured street gangs, mostly made up of younger transplants, upstarts looking to cheat the existing monopolies. Think of Mockery as one of many such gang leaders, but with each gang having its own motive, some political, some not— just opportunists seeking to circumvent the establishment. They shift quickly as they fall in and out of fashion or as they get caught and killed.
I suggest making buying property in Starfall, difficult at best, especially for outsiders. The Kellids still own the city, though the PCs might be able to get asmall, crummy spot somewhere in a dangerous section of either Gritforge or Killbox.

I recently just finished reading Neuromancer by William Gibson, which was likely an unconscious influence on Starfall, both culturally and physically. Another influence were probably some of the cityscapes in the short stories of China Mieville, and obviously the fantasy work of REH, L.Sprague DeCamp and Pat Mills (who wrote the Slaine´ series for 2000AD). I think of the streets of Starfall as being dark, dangerous, easy to get rolled over for money or other supplies, and full of tricksters, con artists, and thugs. In other words, a lousy place to live but a great place for an adventurer. Everything is for all, but none of the deals are remotely fair and the better the deal you think your getting, the more strings are attached to it...Hope that helps.

Grand Lodge

Hi Tim,

I don't know how familiar you are with the chronicle sheet system for Pathfinder Society Organised Play. I gave writing a chronicle sheet a crack for Palace of Fallen Stars. It's an awesome adventure and it'd be sweet to have sections of the adventure sanctioned for PFS gamers.

Chronicle sheet posted here.

It'd be awesome if you could have a read and offer some feedback, or some alternate PFS boons if you had any in mind while writing this adventure!

Many thanks,
-KG


Not to pick nits, but isn't that something that needs to come from PFS officials, I might be wrong here tho :-)


So, my players are finishing off VotBC soon. I feel that they are going to try and go straight to the mount. What exactly is to stop them if they wanted to try and barge/stealth in? And even if they wanted to, should I stop them as a DM? I figured if their plan was good enough why not let them (with ample warning they may die) since there will be six of them even if they are underleveled they still may pull it off ... or at least retreat in tact after a foray.

The Exchange

Solomani wrote:
So, my players are finishing off VotBC soon. I feel that they are going to try and go straight to the mount. What exactly is to stop them if they wanted to try and barge/stealth in? And even if they wanted to, should I stop them as a DM? I figured if their plan was good enough why not let them (with ample warning they may die) since there will be six of them even if they are underleveled they still may pull it off ... or at least retreat in tact after a foray.

I can't imagine they'd enjoy fighting Unity in front and the Technic League from behind them. Unity would be able to contact Ozmyn as soon as she detected them and that would likely cause Ozmyn to mount an expedition into Silver Mount to kill the interlopers.

I also think that the players may genuinely just want to bust up the technic league to free Starfall from their oppressive regime.


Solomani wrote:
So, my players are finishing off VotBC soon. I feel that they are going to try and go straight to the mount. What exactly is to stop them if they wanted to try and barge/stealth in? And even if they wanted to, should I stop them as a DM? I figured if their plan was good enough why not let them (with ample warning they may die) since there will be six of them even if they are underleveled they still may pull it off ... or at least retreat in tact after a foray.

I see nothing wrong with that plan, but as Codanous has said, your players might find themselves caught between a rock and a hard place. I would warn them, but wouldn't discourage them further. If they prepare well enough, they could flee from Silver Mount again, but then Starfall should be in high alert, which should make things very interesting there.

Edit: If you feel that it's really to soon for such exploration, you could have a NPC remind them about the benefits of getting rid of the Black Sovereign or weakening the Technic League.

Grand Lodge

Solomani: I'd have patrols of two Myrmidarch robots escorting a Giga-Gearsman on Silver Mount borders. Let the party use a telescope of V-mod goggles to see the horrifying patrols from a distance before any attacks occur. Ash giants bribed by the Technic League are another option.

If they want to close down the patrols, they have to shut down the Technic League controls in Starfall. That can be your hook to see them meet the Mockery.

If they want to continue, on their heads be it.


Thanks all. Good ideas. I don't mind if they want to assault the place directly, but, as Kestler points out, I want to warn them without coming right out and saying "thats a dumb idea".

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Anybody in or around Starfall should be able to tell the PCs that the Technic League security on the mountain is VERY tight, and there is almost certainly no way to get in undetected—and that unauthorized excursions to Silver Mount are highly illegal and punished harshly.

If the PCs take that as a challenge, great! If they manage to make it into the mountain, Unity notifies Ozmyn—Increase their Notoriety in Starfall to 5 or 10. Once the PCs realize they're outclassed within the mountain, they'll find a Starfall whose authorities—and underground—are itching to meet them. The next time they try to get into the mountain, security has doubled.

They won't have the experience of working their way up from unknowns, but they'll have made their choice to jump right onto the Technic League's radar.


Good idea as well JH. Thanks.


How did you other DMs handle notriety in Starfall? Just tell the group outright how it works are track it secretly?

In Lords of Rust I explained the system after an NPC first mentioned scrapworth. But for Starfall it seems it would make more sense to track it secretly and just mention how notorious they are becoming occasionally through Mockery or similar NPC.


Solomani wrote:

How did you other DMs handle notriety in Starfall? Just tell the group outright how it works are track it secretly?

In Lords of Rust I explained the system after an NPC first mentioned scrapworth. But for Starfall it seems it would make more sense to track it secretly and just mention how notorious they are becoming occasionally through Mockery or similar NPC.

My players are also about to enter Starfall, so it looks like we are on the same pace. I wouldn't tell them about this subsystem. It made sense for the Scrapwall, as it was a much smaller ecosystem and word of mouth reputation was something they could actively pursue. In my opinion, Starfall seems to big for such a goal, but I had Khonnir point out that operating out of the dark has obvious benefits, while taking a more upfront approach might also have benefits, like attracting allies, that are willing to fight the Technic League.


Yeah. I tend to agree. My team just finished up Valley, did some downtime stuff, spent at least an hour trying to decide the best course of action before settling on at least scouting out Starfall before trying to attack Silver Mount. So they will hit Starfall next session in a fortnight.


I have recently bought the first Hell's Rebels book and I only flew over it the first, but now I'm reading it more in detail.

The setting is somewhat similar to the palace of fallen stars and even has the same subsystem, so I'm wondering if there is maybe some content that could ported to this AP. Any input on this or ideas how that could work out?

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