Expanded Magaambya


Strength of Thousands


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SoT Book 1 looks amazing! Looks like it really brings RP to the forefront. Beginning with Teacher Ot giving a character interview, almost creating a Session Zero. There seems like a lot of value in just letting your PCs explore and interact with the university and city at large, perfect for players wanting to interact with NPCs and long-term goals without skimping too much from traditional adventuring.

Unfortunately, there's a few drawbacks. Limited page counts and different authors per chapter means a lot gets left unsaid. The book implies a lot about the next chapter and school as a whole with precious few details. Things that PCs could interact with, like more teachers or locations, are listed in Key Names and the campus map, without description. Normally, these can be improvised, but the adventure text occasionally has important information explained later. For example, if the Tree Stump Library wasn't described until book 2, you wouldn't know that it's abandoned and your improv might ruin a major part of the adventure.

While the NPCs are very well fleshed out, and the downtime studying subsystem is pretty cool looking, there isn't much guidance on how to describe it. It seems easy to hand-wave over what is ostensibly the point of this AP - to experience a magical university! This post is my notes for extra content I'd like to include in my game, since I'm terrible at adlibbing descriptions. None of this is actually tested, and including too much might slow the pacing too much, so grain of salt!

Downtime Revisited
The downtime rules are fairly loose and open-ended, allowing you to work into the story as you see fit. But I'm playing Pathfinder; I want crunch. Here's my thoughts for a bit more of a regimented system.

A year is broken into three terms, which are broken into four month-long segments. The general flow of the game is a month-by-month telling. Most of the month is dedicated to attending classes, working on perquisites, and other day-to-day activities (including NPC vignettes and general adventure content!) For each month, you gain seven additional days of free downtime activities, such as crafting, retraining, extracurricular clubs, etc. In addition, once per term, you can spend 14 days of downtime to make an Academic Check (Study, Cram, Practical Research). This means normally you get 14 days of free downtime, but forgoing studying for a term gives you a full 28 days.

Example: At the first month of their third term, after a few weeks of classes and competing in the Starday tournament, the GM tells the players they have seven days of downtime. Tsige chooses to study for his primary branch; nothing happens yet as he needs to spend another seven days before getting to make his branch's skill check. Quilla, having critically succeeded last term's study check, spends the seven days crafting some potions, but puts off finishing them so she can spend more time reducing their cost. Uruueda decides to take part in the school's rowing club, and the GM has them roll an Athletics check (they critically succeed and win a few races; the GM decides some of the NPCs take them more fondly and gives them a +1 circumstance on checks with them).

Extracurriculars
There's more to college than classes. With a diverse student body, any type of clubs might exist for PCs to join. These are intended to be activities during free downtime, taking place throughout the month, and are supposed to give opportunities to interact with NPCs and the city at large. In general, a PC can spend a few days at a club to make a skill check for a small benefit. Here's a couple examples, but any hobby a PC might have can be a great activity!
- Rowing Club. The Magaambya Magical Rowing Club is one of the dozens in Nantambu (LO:ME pg 237), and are trying to perfect wind spells to move more efficiently in the water. The captain of the club has learned that Haibram's specialty is air magic and desperately wants him to join, but Haibram is reluctant as the skies are more his thing. If a PC can recruit Haibram (possibly with the promise of dangerous tricks), the rowing club will be incredibly pleased. Regardless, winning races through skill checks slightly improves the attitude of any boat racing fan in Nantambu.
- Kickball Club. A non-magical club that competes with others in town. Okoro is a member, but routinely loses interest before big games. A member who can re-spark his interest can guarantee a victory, or at least improve the opinions of the children around town.
- Sparring Club. Dedicated to being prepared for physical fights, this club routinely finds guest speakers who can begin to teach all sorts of uncommon and advanced weapon proficiencies to dedicated students that spend a few weeks training. Esi, Mariama, and Haibram are members, and appreciate anyone who puts in the effort to learn rare weaponry.
- Culinary Club. A club dedicated to rare spices and teas abound in Nantambu. Skill in this club will allow one to make great treats and feasts for celebrations - everyone eats, so this is one of the easiest ways to endear yourself to any NPC. This is one of the few clubs to attract the introverted Tzeniwe and reclusive Anchor Root, and quiet PCs can impress them.
- Brewers' Club or Artificers' Club. These clubs give PCs a chance to meet NPCs while doing crafting activities. Mariama and Chizire often teach how to make alcoholic elixirs, and Noxolo or Anchor Root might be in an artificer's club. This is also great place to trade formula
- Religious Service. Temples of all sizes dot the streets of Nantambu, and many serve in various capacities. Pious students that join a religious community may find discounted healing or salves for maladies that the Magaambya isn't as well equipped to cure; and some may find some minor blessings.
- Performers, Buskers, and Bands. Many Nantambiyan musicians would jump for a musically talented mage, and theater troops could use some extra sparkle to their performances. Students who join a local band could gain some modest wealth and fame in town.
- Cryptic Circle. A secret society dedicated to deciphering strange codes appearing all around the base. Of course, these are actually Ignaci's notes, as listed in his section.
- Romance. Not a club, per se, but as this campaign could represent a decade or more of the PCs lives, this might be a good adventure for finding (or starting with) spouses, or having children.

Extra Reading
One of my players had an interesting idea; take text from various pathfinder lore books to condense into a little printout/handout that players can read between sessions, if they're interested. I've been copying text from PDFs into a document and plan to distribute them slowly over the next few chapters. This also lets me foreshadow some places and people that will come later on.
While I can't fully copy the notes here as they're from book text, here's a list of some stuff to include.
- Any lore on gremlins.
- LO: Legends - Description of Old-Mage Jatembe and the Ten Magic Warriors, and one of his stories.
- LO: Mwangi Expanse - Lots of great material on the various peoples and their magics.
--Hints of the Doorway to the Red Star's location.
--Mentions that to protect anadi students, the teachers spread stories of Grandmother Spider and helpful spirits disguised as spiders for millennia.
- LO: Gods and Magic describes Grandmother Spider.
- PCS: Distant Worlds - Descriptions of other planets. Good place to foreshadow Akiton.
- PCS: Inner Sea World Guide - I haven't read this, but it seems like a good place to find information about the two kingdoms that were destroyed by the Eye of Abendego, as the 'Knights of Abendego' appear in book 3.
Presumably Secrets of Magic will also have a lot of lore to utilize, once it's out.

More NPC Vignettes
The book has four assignments for teachers, and five short prompts for RP activities with their peers. I don't know if adding any more than this will drag out the campaign too much, but at the very least I want a few more ideas for other students. These are all largely inspired by the Students of the Magaambya section.

Okoro - Game Night In Nantambu. Every two weeks, Okoro drags up the PCs and 2-3 other people in for a game night. You must bet silver, school supplies, formulas, favors, or secrets. Other students can bet the same things, though generally not their specialty item. In particular, if using the monthly classes above, characters can gamble for downtime days (in the form of chores or favors) to gain extra time each month.

Tzeniwe, Noxolo, Ignaci - Fashion Club. The three have been designing new fashions, and want the PCs to try them on. These designs have some minor flaws (Tzeniwe's rain slicker is so bulky that your speed is reduced by 5ft; Noxolo's outfit is avant-garde, but the face-covering makes you effectively dazzled; and Ignaci's costume is quite revealing and requires a free hand to be used to keep from showing one's unmentionables). They ask they spend the day wearing them, responding to any complaints by saying they just need to be broken-in a bit. Of course, this happens to line up with a day that requires checks...

Tzeniwe - Scavenger Hunt. This is particulary useful if the PCs haven't explored all of the dorms. Tzeniwe would like to hide treats for her children around the dorm. However, the kids have been getting very talented at finding her tells and can often spot them based just on how her eyes move. She gives the PCs six small toys to hide around the dormitory anywhere as long as it doesn't bother the other students. The kids like the rafters (they have a climb speed) so they shouldn't hide too many there.

Any student - Rivalry. When it comes to specialties, many students have a competitive nature, or at least a panic response when they see someone exceed their skills. These might be a students' favored type of magic, a particular hobby, or a sport or skill they are proud of. Once they've identified a PC as matching their talent, there's lots of ways this could manifest; challenges, rudeness, support...

MINOR INTERACTIONS
These are simple descriptions to throw around between other things. Many of these are just quirks in their character descriptions, but it helps me to put them in a list.
- Esi mentions her mother is a Tempest-Sun Mage. It's clear she idolizes her.
- Esi is carrying books about foreign policy and military defense; she gives one to the PCs to learn from, if they're interested in warfare.
- Esi and Okoro have a feud about footracing.
- Someone asks Esi about her date last night. Esi says the guy was not nearly ambitious enough.
- Ignaci leaves some notebooks in the main room, all written in secret code.
- Mariama likes linguistics, and asks to hear any strange accents or languages the PCs might speak.
- If anyone asks Tzeniwe where the father is, she's a bit offended and growls that she ate him.
- Tzeniwe has themed outfits for classes. She's willing to make some for close friends.
- Tzeniwe leaves small gifts outside the new students' rooms; a fist-sized box of candied cherries, a woven sun-hat, a handpainted clay bowl for leshies to bathe in, and a small tin of wood polish.
- Ignaci is terrorizing Okoro with butterflies in a net in order to get him to leave him alone.
- Rumours from Okoro that Teacher Ot's kindly wholesome image is hiding a dark secret. Mariama fully disagrees, which surprises people as she's normally open to conspiracies.
- Chizire is spotted sleeping in a courtyard lecture. He wakes up to answer a question and immediately goes back to sleep.
- Chizire and Mariama are hammered on their latest attempts to brew moonshine; they believe they can see spirits, but it's just an effect of not cleaning the equipment after alchemical experiements.
- Noxolo is found spacing out, staring at dust motes. If the PCs interact, or just walk away, she starts and says she was trying to read the spirits around, but they all seem to be insects.
- Noxolo's snabble has figured out how to open doors and sneaks into rooms at night for food scraps.

Nantambu Sights and People
The PCs have several days in the city, not to mention 44gp burning a hole in their pocket. Even though they're on business, there's always a chance for a few extra good deeds. The Nantambu section of LO:Mwangi Expanse is the best source for these, but here's a couple extra ideas.

MEETING LOCALS (all described in LO:ME)
- BEFORE THE MASK CEREMONY: Teacher Ot suggests the PCs take some woodworking lessons. If asked why, he grins and pats the mask on his hip, saying "oh, who knows what the near future will bring." He points them to Goana (LO:Mwangi Expanse 245). She happily gives students (rates comped by the university). If any PCs are foreigners, she excitedly tells them she has some wood from their home country if they wish to take it. Meet with Goana (LO:ME 245) in Nantambu. If any PCs are foreigners, she's excited that she has some wood from their home country. Her help will let the
- Okoro is inspired by Anchor Root's chicken, Mariama's monitor lizard, Noxolo's snabble, and any of the PCs' familiars. He wants to go into town to buy a familiar, and has heard of Oba Eze (LO:ME 246)'s rare creatures. He asks the PCs to come with him into town to help him pick one out. Of course, Oba snubs them and becomes furious if argued with.
- LO:ME describes glass charms on every window and door; presumably even Spire Dormitory is covered in them. A glassmaker or woodworker's wares might include charms in the shape of PC or NPC interests, would make an excellent personal accessory or gift for a dormmate.

GIVING AID
Give the PCs opportunities to use their cantrips and skills to help the populace. If the PCs are wearing their beads, townsfolk may politely ask for aid.
- The canvas roof of a food vendor's cart ripped and spilled a pool of rainwater over the grill. The vendor has been struggling to relight the wet coals. He sheepishly asks the PCs if they have any spells to light fires.
- A trio of buskers, a mbira-player and two dancers, have a hushed argument about where their fourth is. The dance doesn't work without the beat of a drum (or, whatever instrument a PC might play)
- Someone splashed into water getting onto a wherry, and could use a prestidigitation to get dry.
- A pet is hiding under some scaffolding. A ghost sound might coax them out.

Missing Information
There's a lot of locations and people that are missing descriptions. I'm hoping some writers can shed some light on these things, because there are instances where important descriptions can be found in later books (such as a building being ruined), so we can't know what's free for us to play with. A few of them have one-sentence descriptions, others are just "this is where you can find Takulu." It seems like a lot of these should be described in the Players' Guide, but I don't see them anywhere. I don't want to foreshadow things without knowing if they have a concrete description later. While some of them might be described in later books, a few of them are actively visited in this book without description.
- Warden House
- Archhorn Library (has "imposing entrance" but no other description, except an offhand mention that the building hasn't been used for its intended purpose)
- Heron Archives
- Elephant Museum
- Verdant House
- The Between
- Whistle Tower
- Shifting Greenhouse
- Indigo Hall
- Sun Dormitory
- What are the First Ten Buildings (Heron Archives is one)?

There are also some people that would be good to know about. There are five "learned ones" that lead each of the Magaambya's branches. We learn who the Uzunjati's branch leader, but none of the others.
- The five learned ones.
- Teachers Izem Mezitani, Lesedi, Nhyira, Tahenkot. Likely described in later books, but if they are teaching classes, it'd be nice to foreshadow their input.


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Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

This is all really good information! Glad someone else wrote something like this up, as I've been somewhat dreading doing it myself.

My only hard-set plans had been to add in a few of my own Magaambya-attached characters from 1st Edition as teachers, so very happy to see something like this.

Liberty's Edge

Maybe not a learned one, but in PF1's Adventurers Guide, "High Sun-Mage Oyamba is the master of the Magaambya, the school of magic located in Nantambu in the Mwangi Expanse, and one of the leaders of the Tempest-Sun Mages who protect the Magaambya from the air."


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On a slightly different note, though related because the expansion would feed nicely into it: I think this AP and especially this volume would be great to play by post here. For a lot of stuff in the semi-downtime you could let the PCs split up and interact one on one, but do it all in parallel without leaving the other PCs sit around waiting for their chance to do some. Lets you get more immersive roleplay and build personal relationships with the various NPCs.

Developer

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As a quick point of clarification, the teachers the OP mentions at the very end of the post aren't Learned Ones; the only Learned One to play a role directly in the AP is, I believe, Janatimo (though at least one other is mentioned).

High Sun-Mage Oyamaba isn't a learned one, he's the head of the entire school. (I believe he used to be the Tempest Sun-Mage Learned One before leading the school). He has a large part to play in the AP, as you might expect.


This is a really great post, but the extra readings section brings up something that I’ve been thinking about since I heard about this AP.

I’m new to Pathfinder in general, having played a game or two of the 1E Beginner’s Box.

I’ve been reading that for other APs, it’s easier to seed the climax ahead of time if you know who the big bad is. Should I wait until the entire thing is out or start this once our group wraps up our current 5E campaign?

Also, how much of the world lore should I read ahead of time as the DM?

Liberty's Edge

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bravespacelizards wrote:

This is a really great post, but the extra readings section brings up something that I’ve been thinking about since I heard about this AP.

I’m new to Pathfinder in general, having played a game or two of the 1E Beginner’s Box.

I’ve been reading that for other APs, it’s easier to seed the climax ahead of time if you know who the big bad is. Should I wait until the entire thing is out or start this once our group wraps up our current 5E campaign?

Also, how much of the world lore should I read ahead of time as the DM?

"Kindled Magic" includes an overview of the entire adventure path, including revealing the ultimate Big Bad. I pretty much always suggest having the vast majority of the AP available before starting to run it, but that part at least wouldn't be a hindrance. Still, the further ahead you can read, the better the experience will be.

As for setting material, I would highly recommend getting Lost Omens: Mwangi Expanse (I would call it just barely shy of required), and the Lost Omens Character Guide wouldn't hurt either.

Verdant Wheel

IcedMik wrote:

SoT Book 1 looks amazing! Looks like it really brings RP to the forefront. Beginning with Teacher Ot giving a character interview, almost creating a Session Zero. There seems like a lot of value in just letting your PCs explore and interact with the university and city at large, perfect for players wanting to interact with NPCs and long-term goals without skimping too much from traditional adventuring.

Unfortunately, there's a few drawbacks. Limited page counts and different authors per chapter means a lot gets left unsaid. The book implies a lot about the next chapter and school as a whole with precious few details. Things that PCs could interact with, like more teachers or locations, are listed in Key Names and the campus map, without description. Normally, these can be improvised, but the adventure text occasionally has important information explained later. For example, if the Tree Stump Library wasn't described until book 2, you wouldn't know that it's abandoned and your improv might ruin a major part of the adventure.

While the NPCs are very well fleshed out, and the downtime studying subsystem is pretty cool looking, there isn't much guidance on how to describe it. It seems easy to hand-wave over what is ostensibly the point of this AP - to experience a magical university! This post is my notes for extra content I'd like to include in my game, since I'm terrible at adlibbing descriptions. None of this is actually tested, and including too much might slow the pacing too much, so grain of salt!

Downtime Revisited
The downtime rules are fairly loose and open-ended, allowing you to work into the story as you see fit. But I'm playing Pathfinder; I want crunch. Here's my thoughts for a bit more of a regimented system.

A year is broken into three terms, which are broken into four month-long segments. The general flow of the game is a month-by-month telling. Most of the month is dedicated to attending classes, working on perquisites, and other day-to-day activities (including NPC vignettes...

This is gold thank you . With your permission i would like to use .


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Pathfinder Lost Omens, Rulebook Subscriber

I'm adding a bunch of stuff. The first section of bonus content I'm adding is:

Dream Guidance Counselor

The Magaambya is suffused with magic, intentionally or unintentionally, from thousands of years of Arcane and Primal schooling, experimentation, accidents, and enchantment. One such ancient enchantment is the Dreaming, which was created by some of the earliest faculty of the academy in an attempt to assuage the inner turmoil they noticed bubbling in many of their young and ambitious students. No one now knows who to credit with the casting, however, they only know that a low-level aura of divination can be observed washing across the campus like a slow rolling tide, carrying with it poignant and prophetic dreams to those who are in some way troubled.

When inducted, each student is asked to blindly take a carven amber token out of a bag. Each token is an animal, representing one of the Ten Magic Warriors. This ritual appears mundane, but in actuality gives form to the Dream Guide that will appear to each student in their dreams when they require guidance, and also gives the inducting member of the faculty a minor prophetic insight into the future or disposition of the student. An appropriate token should be given to each player based on the behavior and outcomes of the Group Interview. However, if no specific token stands out as appropriate, one can be assigned randomly. The tokens and their implications are summarized as follows:

1. Bull
Magic Warrior: White Bull, the Horn-Forger, an Iruxi known for several prominent achievements in architecture
Implications: Will be a rock for others to lean on, slow to anger, but mighty if anger becomes necessary

2. Elephant
Magic Warrior: Elephant, the Conjured Chronicle, who chronicled the deeds of the warriors and founded the Uzunjati
Implications: May be suited for Uzunjati. Wise and thoughtful

3. Frog
Magic Warrior: Shifting Frog, Storyteller of the Past and Future, an Ekujae Elf
Implications: Wildcard. Will adapt and challenge fate.

4. Hawk
Magic Warrior: Whistling Kite, the Vigilant Seer, a prominent emancipator always depicted as an intelligent Hawk
Implications: Strong sense of right and wrong. Will act against injustice.

5. Heron
Magic Warrior: Black Heron, the Wings of Knowledge, who united the Shory people into the Shory Empire
Implications: Intelligent and ambitious. May seek knowledge without regard for consequences

6. Hyena
Magic Warrior: Carmine Jaws, the Hyena who Looks Between, who may or may not have been a Gnoll
Implications: Strong sense of duty. Will do what needs to be done when it is necessary.

7. Ibex
Magic Warrior: Ibex, the Flourishing Field, who pioneered herbal medicine and healing
Implications: Tender hearted, easily upset but also good at understanding others

8. Leopard
Magic Warrior: Azure Leopard, the Patient Warden, a Human woman and founder of the Tempest-Sun Mages
Implications: Valorous. Protective. Strong willed.

9. Snake
Magic Warrior: Golden Snake, the Tireless Guide, who was likely a Serpentfolk, although some argue he was a Nagaji
Implications: Comfortable with discomfort. Willing to get hands dirty or try new things.

10. Spider
Magic Warrior: Verdant Spider, the Speaker of Needs, who fought for the rights of ordinary people and inspired the Magaambya's history of service
Implications: Tendency to bring people down to earth when they start putting on airs. Sometimes a trickster.

During the first night on campus after selecting a token, each player should have an introductory dream appropriate for them and their situation. This should be an opportunity to reassure each character that they are in a place where they can find what they are looking for, and that there is something deeper and more meaningful at play than merely attending a school. Use future dreams as necessary to provide guidance, especially for reclusive or unsocial characters. It may be appropriate to describe the contents of this dream, and any future dream, in private or through a written note given to the player.


Shisumo wrote:


"Kindled Magic" includes an overview of the entire adventure path, including revealing the ultimate Big Bad. I pretty much always suggest having the vast majority of the AP available before starting to run it, but that part at least wouldn't be a hindrance. Still, the further ahead you can read, the better the experience will be.

As for setting material, I would highly recommend getting Lost Omens: Mwangi Expanse (I would call it just barely shy of required), and the Lost Omens Character Guide wouldn't hurt either.

Thank you for that. We have a while before we finish our current campaign, so I’ll start reading :). And maybe practice with something smaller like the Little Trouble In Big Absalom adventure to get the hang of running a game in the system before that.


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Pathfinder Adventure Path, Lost Omens, Pathfinder Accessories, PF Special Edition Subscriber

This has a lot of really neat ideas collected in one place, thank you!

Dark Archive

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First, IcedMilk, thank you for your past work on expanding the stories of The Circus of Wayward Wonders personalities. My players really took to many of the characters, and I feel that's largely due to the "extra spice" each was given.

After a TPK in Book 1's final encounter, they have created new characters (at 5th level), will return there to do the dirty work, then we will move on to Book 2. That is where we will stop our campaign, and shift to SoT. I find it much more interesting; they never really took a shine to the circus rules, but know they will love the academic focus of this AP.

Two things that feel missing:

1. Symbols for each of the different branches.

2. Colors associated with them.

Has anyone done work in this area, or Ron, are these things going to be established in later books? I would love to see an article further detailing each branch, but know everything has been set for some time, so may need to be homebrewed by the collective now.

Thanks!

Pathfinder forever.

Developer

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Golbez57 wrote:

Two things that feel missing:

1. Symbols for each of the different branches.

2. Colors associated with them.

Has anyone done work in this area, or Ron, are these things going to be established in later books? I would love to see an article further detailing each branch, but know everything has been set for some time, so may need to be homebrewed by the collective now.

No, we've presented nothing further about them in this AP. That's not to say we won't do so someday, but not here!

Liberty's Edge

WatersLethe wrote:

I'm adding a bunch of stuff. The first section of bonus content I'm adding is:

Dream Guidance Counselor

The Magaambya is suffused with magic, intentionally or unintentionally, from thousands of years of Arcane and Primal schooling, experimentation, accidents, and enchantment. One such ancient enchantment is the Dreaming, which was created by some of the earliest faculty of the academy in an attempt to assuage the inner turmoil they noticed bubbling in many of their young and ambitious students. No one now knows who to credit with the casting, however, they only know that a low-level aura of divination can be observed washing across the campus like a slow rolling tide, carrying with it poignant and prophetic dreams to those who are in some way troubled.

When inducted, each student is asked to blindly take a carven amber token out of a bag. Each token is an animal, representing one of the Ten Magic Warriors. This ritual appears mundane, but in actuality gives form to the Dream Guide that will appear to each student in their dreams when they require guidance, and also gives the inducting member of the faculty a minor prophetic insight into the future or disposition of the student. An appropriate token should be given to each player based on the behavior and outcomes of the Group Interview. However, if no specific token stands out as appropriate, one can be assigned randomly. The tokens and their implications are summarized as follows:

1. Bull
Magic Warrior: White Bull, the Horn-Forger, an Iruxi known for several prominent achievements in architecture
Implications: Will be a rock for others to lean on, slow to anger, but mighty if anger becomes necessary

2. Elephant
Magic Warrior: Elephant, the Conjured Chronicle, who chronicled the deeds of the warriors and founded the Uzunjati
Implications: May be suited for Uzunjati. Wise and thoughtful

3. Frog
Magic Warrior: Shifting Frog, Storyteller of the Past and Future, an Ekujae Elf
Implications: Wildcard. Will adapt and challenge fate.

4. Hawk...

I love that. Definitely Hyena for the odd character I envision.

In fact I feel the player should choose their PC's token based on your descriptions.

They feel like zodiac signs.


Pathfinder Lost Omens, Rulebook Subscriber
The Raven Black wrote:

In fact I feel the player should choose their PC's token based on your descriptions.

They feel like zodiac signs.

My intention was that the interview would allow the GM to somewhat accurately assign a fitting animal. So in a way it is the player choosing.

Dark Archive

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Ron Lundeen wrote:
No, we've presented nothing further about them in this AP. That's not to say we won't do so someday, but not here!

Thank you, Ron!

Another related question: are the branches studied by the Ten Magic Warriors ever discussed in the AP? I noticed the symmetry of 10 Warriors, 5 Branches.

Wow, an article on the Warriors would be outstanding, too. I believe they are sidebarred in Legends?


I came to this forum specifically looking for a post like this. Thanks so much for writing all this out.


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The lack of information on the various locations in the Magaambya is such a pain! I guess it's better to make something up and change the story later than just not allow the players to explore though.


I would like to first off say thank you for this expanded info. I ran with it more than a little. Ive added even more crunch. With the clubs ive added relationship gain based on the who the members are:

Club Activity
Time: 1 day
Requirements You must be a member of the club.
You spend time working with the specific club. 10 successful sessions with a club trains you in the specific lore or skill. Expert=20 Master =30 Legend = 40. From untrained to Legendary would be 100 successful checks. Combat club trains weapon proficiencies.

Critical Success Gain relationship with each club member
Success Gain relationship with one club member
Failure No relationship gain

I also added several new clubs as i get into the 2nd book.

Community Service A group of civic minded individuals they strive to do more for the community that surrounds them. Regularly venturing out to Nantambu to help how ever they can. Currently Esi is the sole member and founder of the club.
Debate Club Who doesnt love a rousing debate? These students either enjoy the challenges, just like to argue, or are preparing to defend their thesis. Esi founded the club but managed to convince Chizire and Ignaci to join her.
Culture Club The expectations of the academy to go out into the world and share what they know is a big prospect, these students realize how diverse the world can be and look to learn all about it. Haibram, Mariama and Noxolo have all joined.
Entomology Club The recent insect incursions, and existing passions have resulted in a bug club being founded. Anchor Root and Tzeniwe, but for very different reasons.
Astronomy Club Look to the stars! These students look up and wonder. The stars, the planets, the world they live on seems small by comparison. Theres already rumblings of trying to get approval for a large telescope to expand the club. Chizere, Noxolo, and Okoro have all taken interest in the stars as of recently. (Chizere uses it as an excuse to lay in the grass and nap)
Warden Club The so called Wardens have taken to mastering nature, the terrain and all the strange things one can find out and about. Tzeniwe joined and functions as almost a "camp counselor" teaching her kids and other members all about the wilderness and the strange. Anchor Root, Haibram, Mariama and Okoro have all joined.

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