1. The Acropolis Pyre / Myth-Speaker (Part 1 of 3) GM Reference


Myth-Speaker


This is a GM reference thread so spoilers ahead!!

Quite excited to get this going and VERY curious how the Mythic rules interact, plus a new area for an AP.

Got last week day 1 but no time due to work to read through it and I am doing so now :)

Tom

Scarab Sages

This adventure certainly is different. I feel the intro is a little weak in bringing players together but it is wild how much of this adventure is non combat and isbtsd skill focused. I'm hoping next adventure increases the stakes and offers a more balanced experience with some more vigorous combat encounters.


warriorpriest1990 wrote:
This adventure certainly is different. I feel the intro is a little weak in bringing players together but it is wild how much of this adventure is non combat and isbtsd skill focused. I'm hoping next adventure increases the stakes and offers a more balanced experience with some more vigorous combat encounters.

I don't think it's weak in bringing players together, but I do think it could have been done better. If I were to run it, I'd have the players decide how their character met the point of contact NPC rather than the way it is written, and would probably do some RP with the group alone, so the PCs could get to know each other before kicking things off.

Scarab Sages

Do we know how Dintolneon died? Was it of old age, of sickness, or was he wounded when trying to accomplish a mythic task? Did he ever receive a successful mythspeaking?


He was not mythic as far as I can tell. His hero speaking never worked, which is stated in the Q&A on page 9. However, I can't find - and maybe I missed it - what his cause of death was.

Dark Archive

Pathfinder Roleplaying Game Superscriber
warriorpriest1990 wrote:
I feel the intro is a little weak in bringing players together

That is also something we struggled with on my end. The Player's Guide backgrounds do a decent job of getting the characters to Iblydos in general, but it is missing some guidance on getting them to justify their presence in Bailax and especially to Terpsime's dining room. It would have been very useful for the players to have a better idea of where their characters will need to be (under Terpsime's hospitality) so that everyone is on the same page about where their backstories need to end and where the adventure begins.

By way of contrast if the design team is reading this, Season of Ghosts handled this problem expertly: The Player's Guide was very clear to the players that the adventure would start as they woke up on the morning after the Season of Ghost ritual, and that they were expected to have volunteered to take part, whether by the campaign-specific backgrounds or by a reason all their own.

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