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<blockquote data-quote="Philip Benz" data-source="post: 8365166" data-attributes="member: 6975782"><p>My modifications were centered around 3 themes:</p><p>1) Modern wizards are obsessed with the idea of lost Azlanti magic - my group began their quest on the trail of an evil wizard who had captured and maimed over half the group earlier in the campaign, and his "expedition" replaced the competing factions. Once in the city, the PCs explored a series of subterranean Azlanti tombs corrupted by the foul magic of the serpentfolk.</p><p>2) The Charau-ka were also corrupted from their tribal demon-worshipping origins to serve the serpentfolk god, and made regular sacrifices at the Well of Souls where the decapus was replaced by a fiendish squid with Cthulhoid overtones, kind of a Watcher in the Water vibe, and only by destroying that creature could they lift the curse over Tazion.</p><p>3) The northern zigurrat held the most well-preserved Azlanti artifact, a portal that could be activated by four Azlanti Aeon stones recovered from the tombs of Savith's fallen companions and that could be guided (with difficult Arcana checks) to teleport almost anywhere, but would eventually be used to reach lost Saventh-Yhi. After facing the four Azlanti idols, the PCs absorbed the spirits of long-dead Azlanti heroes, gaining a part of their memories (which retroactively gave them the Free Archetype feats, representing the knowledge of these past lives).</p><p></p><p>Now that they are just beginning to explore Saventh-Yhi (book 3 of the campaign) they will have to combat the ressurgence of dark serpentfolk magic which is insidiously weakening the wards over Saventh-Yhi and re-establish the power of the Seven Spears to prevent the rise of old Vaolisa, the Serpentfolk Empire that thirst for revenge on the descendants of the lost Azlanti.</p><p></p><p>Earlier, on the trail of the evil wizard searching for Tazion, they had to confront most of the content from the 2nd half of book 2 (Mzali necromancers, various jungle hazards, stray demons once worshipped by the Charau-ka, and dozens of dinosaurs living in the Bandu hills). All the while pursued themselves by an expedition mounted by the cunning Aspis Consortium, who will become one of the main adversaries in Saventh-Yhi.</p><p></p><p>Although I far prefer playing around the tabletop, with the lockdowns and curfews we've gone through in the last year and a half here in France, we've been forced to play on VTT, so I've had to source maps and tokens and such, in addition to writing up tons of creatures adapted from PF1, and often raised several levels. My group was 6th level when they left Kalabuto and now are 9th level as they begin trying to reach the outskirts of Saventh-Yhi, so a lot of the creatures had to be made just a wee bit more dangerous than the stock versions from the bestiaries (when the critters even exist in statted form in PF2, which isn't always the case).</p></blockquote><p></p>
[QUOTE="Philip Benz, post: 8365166, member: 6975782"] My modifications were centered around 3 themes: 1) Modern wizards are obsessed with the idea of lost Azlanti magic - my group began their quest on the trail of an evil wizard who had captured and maimed over half the group earlier in the campaign, and his "expedition" replaced the competing factions. Once in the city, the PCs explored a series of subterranean Azlanti tombs corrupted by the foul magic of the serpentfolk. 2) The Charau-ka were also corrupted from their tribal demon-worshipping origins to serve the serpentfolk god, and made regular sacrifices at the Well of Souls where the decapus was replaced by a fiendish squid with Cthulhoid overtones, kind of a Watcher in the Water vibe, and only by destroying that creature could they lift the curse over Tazion. 3) The northern zigurrat held the most well-preserved Azlanti artifact, a portal that could be activated by four Azlanti Aeon stones recovered from the tombs of Savith's fallen companions and that could be guided (with difficult Arcana checks) to teleport almost anywhere, but would eventually be used to reach lost Saventh-Yhi. After facing the four Azlanti idols, the PCs absorbed the spirits of long-dead Azlanti heroes, gaining a part of their memories (which retroactively gave them the Free Archetype feats, representing the knowledge of these past lives). Now that they are just beginning to explore Saventh-Yhi (book 3 of the campaign) they will have to combat the ressurgence of dark serpentfolk magic which is insidiously weakening the wards over Saventh-Yhi and re-establish the power of the Seven Spears to prevent the rise of old Vaolisa, the Serpentfolk Empire that thirst for revenge on the descendants of the lost Azlanti. Earlier, on the trail of the evil wizard searching for Tazion, they had to confront most of the content from the 2nd half of book 2 (Mzali necromancers, various jungle hazards, stray demons once worshipped by the Charau-ka, and dozens of dinosaurs living in the Bandu hills). All the while pursued themselves by an expedition mounted by the cunning Aspis Consortium, who will become one of the main adversaries in Saventh-Yhi. Although I far prefer playing around the tabletop, with the lockdowns and curfews we've gone through in the last year and a half here in France, we've been forced to play on VTT, so I've had to source maps and tokens and such, in addition to writing up tons of creatures adapted from PF1, and often raised several levels. My group was 6th level when they left Kalabuto and now are 9th level as they begin trying to reach the outskirts of Saventh-Yhi, so a lot of the creatures had to be made just a wee bit more dangerous than the stock versions from the bestiaries (when the critters even exist in statted form in PF2, which isn't always the case). [/QUOTE]
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