4-05 The Arclord Who Never Was


GM Discussion

4/5 ****

Pathfinder Lost Omens, Rulebook Subscriber

1. How do you pronounce Zykyryz? I'm going to say "Ziick-yirrr-yeez"
2. "She heard from Sebnet that a recent Pathfinder mission involved eliminating a smuggling ring operating under the city, and that the conflict had spread up to the surface in this area." — what scenario is this? I've run almost all the 2e scenarios but I'm not such what this refers to.

Wayfinders 4/5 5/55/55/55/5 *** Contributor

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1. I usually pronounce Zykyryz "Zik-keer-iz".
2. Also waiting for an answer on this one!

4/5 ****

Pathfinder Lost Omens, Rulebook Subscriber

The author said #2 is referencing an incident mentioned in the Pathfinder Society Guide. I just skimmed the section on Nexus House and cannot find any reference to a smuggling ring in Quantium. Let me know if you find something.

4/5 ****

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Pathfinder Lost Omens, Rulebook Subscriber

Mike pointed it out — LO PFS bottom pf page 97:

LO PFS Guide wrote:
The city’s recent extermination of a gang of alchemically invisible mutants squatting in a nature preserve only a few blocks from Nexus House has Sebnet particularly anxious.

I conjecture that our skull friend is misinformed, or more likely the Society was involved in helping the city.

4/5 ****

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Pathfinder Lost Omens, Rulebook Subscriber

Word to the wise: do not draw a bunch of spirals with a Sharpie held in your mouth. You'll inhale all those fumes! Safer to just make some crooked doodles by hand.

Wayfinders 4/5 5/55/55/55/5 *** Contributor

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I love hearing your art tips, Doug.

Wayfinders 4/5 5/55/55/55/5 ****

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Hilary Moon Murphy wrote:
1. I usually pronounce Zykyryz "Zik-keer-iz".

That's how it was in my head, although I highly encourage others. She picked the name for its unusual sound, after all! :)

Doug Hahn wrote:
Word to the wise: do not draw a bunch of spirals with a Sharpie held in your mouth. You'll inhale all those fumes! Safer to just make some crooked doodles by hand.

...duly noted! :P

and I echo Hmm's <3

Dark Archive 4/5 ** Venture-Lieutenant, Finland—Turku

The condition for the rewards at the end of "Spark of life" seems a bit vague:
"Reward: If the PCs drive the gang away, gabranaya gifts them with a battle lute."
At first I read this as if they need to drive the gang away [with violence] and it seemed weird that diplomatic solution (such as paying the thugs) wouldn't get the reward, but then I noticed that the wording further up at the same page says:
"Regardless of how the PCs make the gang members leave, Gabranaya is extremely grateful"

It seems like the battle flute is rewarded as long as the PCs didn't end up getting beaten up.

A weird observation: The gang members are.... Servers? And dancers? O.o Feels like someone picked up NPCs that could work in a bar and threw them into a bar fight, without realising that the gang actually comes from outside the bar.

Silver Crusade 4/5 Venture-Captain, Pennsylvania—Pittsburgh

What's the name of the gang? They have badges, but I can't find the name anywhere!

Wayfinders 4/5 5/55/55/55/5 ****

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Tomppa wrote:
It seems like the battle flute is rewarded as long as the PCs didn't end up getting beaten up.

That was how it was intended, yar :)

Terminalmancer wrote:
What's the name of the gang? They have badges, but I can't find the name anywhere!

As of the time of this adventure, they didn't have one.

Hope that helps!


Is there a reason the gang doesn't like golems? It's such a specific bias to have.

4/5 ****

Pathfinder Lost Omens, Rulebook Subscriber

I called them the "Awesome Black Skulls with Red Eyes" gang. Improv skills.

The scenario says they have "strange" views of golems. I assumed as they have some misinformed problem with the Quantium golems who patrol around the city.

Dark Archive 4/5 5/55/5 **** Regional Venture-Coordinator, Midwest

Doug Hahn wrote:

I called them the "Awesome Black Skulls with Red Eyes" gang. Improv skills.

The scenario says they have "strange" views of golems. I assumed as they have some misinformed problem with the Quantium golems who patrol around the city.

Yeah, I failed at that sort of “quick thinking” when I ran it. Funny thing that while the players asked ME what their gang name is, they never asked the gang )maybe I would have come up with something had they asked… but given this was my 7th game running during SkålCOnline, probably not)

4/5 ****

Pathfinder Lost Omens, Rulebook Subscriber
Impossible Lands wrote:
"Outsiders are never allowed in without express permit, even if they could find their way in to traverse the Bandeshar. If they were, they would likely be lost within its labyrinthine plan, and even officials who answer directly to the Council often need appointed guides to navigate the space."

I've had a hard time reconciling this with the scenario text. I've had them stick to the parks on the Bandeshar's grounds but not go inside.

Scarab Sages 1/5 ** Venture-Lieutenant, Virginia—Richmond

During the Head in the Books phase, the PCs have a limited window of time to research Alyreha's work into true names.

Sebnet wrote:
Thanks to this wondrous bit of magical resonance you’ve discovered, I sense we may have a limited window of time to track down what secrets she was seeking to uncover!”

What's in in-story justification for the time limit? I know that the Doylist explanation is so the PCs have to do it. Did Alyreha rig her library to explode or something?

Sovereign Court 4/5 5/55/55/55/5 *** Venture-Captain, North Carolina—Central Region

NECR0G1ANT wrote:

During the Head in the Books phase, the PCs have a limited window of time to research Alyreha's work into true names.

Sebnet wrote:
Thanks to this wondrous bit of magical resonance you’ve discovered, I sense we may have a limited window of time to track down what secrets she was seeking to uncover!”
What's in in-story justification for the time limit? I know that the Doylist explanation is so the PCs have to do it. Did Alyreha rig her library to explode or something?

The PCs are still trying to outpace Aslynn discovering and weaponizing whatever Alyreha had discovered.

Scarab Sages 1/5 ** Venture-Lieutenant, Virginia—Richmond

What does that have to do with magical resonance then? And isn't the attack at the end supposed to be a complete surprise?

4/5 ****

Pathfinder Lost Omens, Rulebook Subscriber
NECR0G1ANT wrote:
What does that have to do with magical resonance then? And isn't the attack at the end supposed to be a complete surprise?
Page 5 wrote:
Fragments of mystical resonance from the ritual gone awry latched onto the people and places with whom the arclord interacted on a regular basis.

--

Page 10 wrote:
The girtablilu sings for the PCs and Zykyryz, infusing them with spiritual resonance and giving them knowledge of the Sunmist Stele’s location if they didn’t have it already.

--

Page 14 wrote wrote:
Thanks to this wondrous bit of magical resonance you’ve discovered, I sense we may have a limited window of time to track down what secrets she was seeking to uncover!”

So… the resonance is there all along, vibrating among the people whose lives Zyrk touched. It's how she can find these locations even though she has been erased from memory. During the adventure, PCs acquire some of this magical resonance by interacting with Zyrk and the NPCs. By the end, they should hopefully understand or at least suspect there is something going on that helps them follow these leads and do this research — Sebnet confirms this and puts a ticking clock on it. At least… that's how I understood it.

The resonance has nothing to do with the attack.

Also, I managed to fool my table by pretending to pack up, even though most players expected Aslynn's standard "surprise" hijinks. I allowed them to be briefly disappointed by that, in fact.

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