Rise of New Thassilon Questions


Return of the Runelords


Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

So my players are about to end City Outside of Time and I'm reading more in depth into Book 6 and getting ready to prep that. I'm confused about how to start this adventure. How do the players know that they have to go back through time, how do they know they are supposed to use the Cyphergate, and how do they know that they have to go to Zinnlun's tomb to get his skull? The Sihedron Heroes tell them? They go back to Jorgenfist and read about it, but then how do they know to go there at all? I guess I'm really asking where can i find in the AP where it says where and how they learn about what they are supposed to go/do regarding the Cyphergate?

And my second concern is this: Did anyone who has run or played the last book have any issues convincing the PCs to do the time travel instead of trying to save Varisia by going to all these places? My players are fairly stubborn and will try to take the most difficult path possible; they will definitely want to rush headfirst into Magnimar and try to fight Colyphyr instead of getting involved with time travel. I guess the special NPC comes in and begs them to do it?


AFB and I ignored this bit when I (sorta) ran ReotRL, but IIRC after coming back from the COoT the PCs notice how the Golarion they return to is different from the one they left, and the changes are not recent events. The PCs, I believe, are supposed to investigate things and conclude that someone is messing with time, probably a Runelord. From there they are likely to try to find their own way to undo the events and return the timeline to its rightful course.


mattdusty wrote:
So my players are about to end City Outside of Time and I'm reading more in depth into Book 6 and getting ready to prep that. I'm confused about how to start this adventure. How do the players know that they have to go back through time, how do they know they are supposed to use the Cyphergate, and how do they know that they have to go to Zinnlun's tomb to get his skull? The Sihedron Heroes tell them? They go back to Jorgenfist and read about it, but then how do they know to go there at all? I guess I'm really asking where can i find in the AP where it says where and how they learn about what they are supposed to go/do regarding the Cyphergate?

"Seoni" (or another one of the Sihedron Heroes) tells them that they *have*/will travel through time, because they've seen them do it. Xanderghul's journal somewhat spells out using the Cyphergate to travel through time, and needing to talk to Karzoug to do so (as well as maybe needing to find a way to coerce him). Party has to determine where Karzoug's soul is. Common Sense/Seoni tells them he is unlikely to be cooperative. Seoni/other-historian/Therassic-Library has the details about Zinlun, and Seoni located Zinlun still 'alive' via the Pearl of Power.

The party is incredibly powerful at this point, skill checks and spells can help them put it together, doesn't need to feel like a railroad. And they could try going directly to the Boneyard, just harder to succeed.

mattdusty wrote:
And my second concern is this: Did anyone who has run or played the last book have any issues convincing the PCs to do the time travel instead of trying to save Varisia by going to all these places? My players are fairly stubborn and will try to take the most difficult path possible; they will definitely want to rush headfirst into Magnimar and try to fight Colyphyr instead of getting involved with time travel. I guess the special NPC comes in and begs them to do it?

I thought I might, but no, they were all for it. Partly because the changes to the timeline erased their existences and time was starting to catch up to them... (e.g. One PCs parents didn't remember they had ever been born). The Sihedron Heroes taking on the challenges around Varisia helped assuage any guilt - and they got to decide where to send people. I'd ignore the _Heroic Roles_ bonuses, or at least that they need to send one to each place - let them make some hard decisions.

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