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The item in question is a mundane shadow lantern, which is what that magic item you referenced is based on.
Generic Villain wrote:
That bit slipped by in development. Go with 1d6 bleed.
Captain Battletoad wrote:
No. Ariadnah is ethnically Kellid. The Keleshite woman that has been mind swapped by the yithian has no real connection to Ariadnah.
So, out of curiosity, since Deep Ones are in Bestiary 5, why use Skum? Lysie Brilt in the Smokehouse is even an obvious Deep One Hybrid expy, but with "skum-tainted blood" instead. Why not use the real thing?
We used skum, because in previous books we've already established that skum were in the bay and near Thrushmoor. I agree that deep ones would have been a better choice and they would have been used if we had them around in the past.
Katharyn Garvin wrote:
Has anyone encountered b13 with the 3 prisoners yet? My group did last night and they found the weird eye wrapped in a handkerchief on the body of the middle prisoner. Does anyone know what the heck that is? All of the PCs were really intrigued (especially with the other prisoner yelling "Zandalus sees!") but all the book says is its a minor curiosity that can be sold. Which seems a little underwhelming given its cool description.
It's just a weird item from the Dreamlands. However, you can make it anything that you want it to be. It might be best to let your player's imaginations drive what you change it to become. Maybe it'll make them paranoid or overly cautious or maybe it'll just creep them out (which was the intended effect).
Kobold Cleaver, or KC for those who dig on brevity, you've been here on these boards almost as long as I have been, and it feels like you've grown up with us.
And I've still never actually met you at one of the numerous PaizoCons that we've both been at. For that, I'll take a precious compliment. ;)
Regarding the Pnakotic Manuscripts: Since we didn't provide a treasure value for them when first presented in Carrion Hill, I didn't do the same thing when I was developing this adventure. I kinda like it being left up to interpretation. As a GM, feel free to come up with a value for it if the PCs feel like selling a fabled esoteric collection (if you want to go by real rules, make it at least level-equivalent).
Something else to keep in mind with all these fine suggestions is that it's totally fine to change up how you deal with adjusting things at different points in the AP. This first adventure is fairly difficult, but if later adventures hold off a bit (which in some parts they certainly do) consider adjusting encounters or XP distribution differently.
Thomas Seitz wrote:
Nah, it's absolutely a mistake. When we use material from a source that's not in the PRD we reprint it in the adventure or whatever the piece may be. I should have included the racial abilities for the kuru NPCs in this adventure, but messed up and didn't. As Kal said (and linked) the information is out there, but that doesn't help a GM running this analog unless they happen to have Isles of the Shackles.
captain yesterday wrote:
To be honest, i also expected the witch to be in this one, still really good though, at first glance. :-)
That cover image is more contextual than anything. The Briarstone Witch is a bit too tough for 4th-7th level characters to be able to deal with.
Now level 15th-17th... that's probably reasonable.
Insane KillMaster wrote:
At the start they really don't recall much at all, but as they progress things become more clear about their past. The only thing that's locked away is the last few years (2-5).
The interesting thing (frustrating to some) is that Hastur, like many if not most Mythos elements, has been touched and modified by so many different people over time that many people have their own take on him depending on what portions of the Mythos that they like and accept (while discarding the things they don't). That Hastur turned from a shepherd god to his current incarnation is a prime example of this migration through many people's interpretations. The most recent (and delightful) visitation of Hastur (and Carcosa and the themes of both) outside of games and books is the first season of the HBO show True Detective.
The Player's Guide states that the PCs are in a fugue state. In the Horror Adventures book the lesser madness Fugue has some penalties with it. Should the PCs start with this madness if we're using the Sanity & Madness system?
What you want to do with the sanity and madness system is up to you and your group, but I wanted to drop in and clarify that the fugue state that the PCs are in is a unique condition and is not meant to be the same madness from Horror Adventures.
Personally, I wouldn't throw too many negatives at the PCs in the first adventure. There are things that are hard enough to deal with in that adventure that the PCs kinda need whatever they can get to help out.
Wendy and Abigail wrote:
So on Page 27 I think (reading pdf), for room C4 with the bird haunt, the treasure seems.... out of place to put it mildly since it mentions cultists and their gear. I imagine that this is an error and that this will be updated?
I don't understand your question. The gear that you find is on the bodies that are in the room.
Thanks! I'm kinda proud of my take on the humble flumph, and it makes me happy to see others digging it too. I dislike that they were essentially a monster made into a fart joke back in the day, and it's gonna take a lot more to fully wipe that representation from people's minds. Hopefully our take will stick more in the coming years and flumphs can rise above being a joke monster.
Archpaladin Zousha wrote:
** spoiler omitted **
Nah, not particularly. I mean, some people will always turn names into a joke, but I honestly never thought of that for the count—and have never heard anyone make the Lolth joke. One of my friends from old long-term group before I moved up here would *always* mess up name pronunciations (unintentionally). Sometimes his mispronunciations would stick.