I'm going to be running a campaign that's combining Ruins of Azlant and Kingmaker--"establish settlement in uncharted land, then explore outwards", so while I'm not using the overall plot of Ruins, I'm leaning heavily on the non-Aboleth elements. That said, I enjoy the vanished settlers aspect, and am going to use a much shorter version--more of a "Pied piper monster was awoke and swept everyone away." Thing is, I want the first colonists to have been there less time than what's written in the adventure--but if I reduce the time, then the amount of building/prep they did would need to be reduced. I don't have a strong sense of how much they could have accomplished in monthly intervals. It says that they arrived on Ancorato 6 months ago, had been kidnapped 1 month ago, so that gives them 5 months of building progress. How much could they have gotten done after 4 months? 3? 2? 1? The reason I want less setup time is because I intend to have local inhabitants who are living a half-day's walk from the settlement, but I want the PCs to be the first contact with them. This is hard as the original colonists and natives would have likely bumped into one another, so to avoid that they'd need to have been too busy with setup to explore much.
Yes, those are common damage types aberrations do. But they don't fit the item for the same reason red dragonscale armor wouldn't have necrotic resistance. The PC has fire resistance. And the item is themed around elements. I think an easier answer might be that oozes are more common in the plane. Who doesn't love oozes?
General advise, since the topic is here and folks are answering. One of my PCs has elemental resistance, and there's a pretty sweet item I want to give that grants elemental resistance. Problem is aside from maybe acid (or a Beholder pewpewing rays), I can't see many aberrations using fire/cold/etc. Any suggestions for implementation?
A full hardback? Ooh, intriguing. Although I'm not really interested in changes/updates--the Golarion expanse is already more colonized than what I'm looking for. Basically I'm planning to run a Kingmaker-esque game where the PCs are part of the first efforts to establish a colony/explore/stake claim. Now, I don't know where to find those PFS adventures, but I am quite interested.
While I'm running one short campaign, I'm doing research on the next. One of my favorite things is jungles; Golarion's Jungle is the Mwange Expanse, so I was wondering what all the products that deal a lot with it are? I know the Serpent's Skull adventure path, Heart of the Jungle setting book, and River into Darkness module. Is that it? Any Pathfinder Society adventures I could track down, or modules I'm missing? (In addition I have the Razor Coast stuff, but that's mostly pirate business *set* in a jungle. Also I know the Savage Tides AP has the Isle of Dread, but I don't have that material.)
LORDS OF MADNESS. Yes! I'd seen that book, I knew it existed, then forgot it existed, so I was thinking "Wasn't there an Aberrations book?" And yes, I will totally check out the Velstracs and Sakhils. And Kaorti. Anyhow, I think my idea of the Far Realms is basically a realm full of chaotic energy, of endless potential, that anything of sufficient will can warp and change. It's a place of the mindscape. Have enough force of will and your hut can become a tower, and so on. The kind of place mages can just create pocket dimensions in, and so on. The problem is once you get something powerful and nasty in there, it's sort of a ripple effect, pain and negativity spawns more and more, and any sort of unique monstrosity could pop out, so aboleth and illithids et al have rendered the place pretty hostile. But not entirely, as it is fairly chaotic, it's also having some overlap with dream, and so on. Thanks for the help, folks.
Don't need the rules info, not using PF. I simply find Paizo's products to be excellent--a prior campaign was hexcrawling exploration set in a pulpy Jungle setting, I heavily used Kingmaker's rules and lifted pieces from the Serpent Skull/Heart of the Jungle/Savage Tide/Razor Coast while still homebrewing a lot. So the SRD having ecology is good enough for my needs. Unfortunately this campaign is doing the opposite of what the devs designed for Golarion. They opted for "multiple points of origin for various things". My PCs are in a singular location on a specific plane. More specifically the campaign is like the game Half-Life if Black Mesa had been pulled into Silent Hill. Heavy doses of Dead Space, garnished with Hellraiser. Still there's things worth using; over on ENWorld I started a thread about "friendly" encounters in the Far Realms and someone pointed out that the Golarion goddess of Dreams is basically a good Mythos deity. And that sounds incredibly intriguing. Granted I understand Dreamland is a separate plane in Golarion, I don't have to go that route.
The fact they're a grab bag is fine; I'm just looking for any stray bits of new monster inspiration, maybe an ineteresting setup here or there. Ventnor wrote: The Strange Eons adventure path was named after one of the lines in Call of Cthulhu, so that might be a place to look. I'll have to give that a look. I know From Shore to Sea is very much "The Shadow of Innsmouth". Although I'm unfamiliar with what Alghollthu are.
Are there any PF bestiary books, revisited, modules, unleashed, adventure paths, etc that are good resources on Aberrations? Or maybe details on the Far Realms/Lovecraftian planes? Edition doesn't matter to me; I'm looking mainly for inspiration material, because I'm running an aberration-heavy campaign set in the Far Realms.
So I was looking through this at the store and thought it was really cool, but there was one thing that left me scratching my head. The Pyramid dungeon. There's a long shaft that goes down through the whole map. It even gets its own little sidebar (The Pit). This seems to be the only way to descend down the lower levels, but reading the sidebar on the Pit, it doesn't mention any way to travel down it (It's even sealed!). There didn't look to be any other connection to the other levels on the map, and the few entries of the various areas I read mentioned nothing about entryways to other levels. So, if the pit is sealed off (and doesn't mention any way of climbing down its sides), how does one descend from one level to the next?
Hi. I am buying Heart of the Jungle, for use in my own campaign. I'm also interested in the Sargava book, but I'm somewhat hesitant. I know that the Sargava book is 1) meant for players and 2) details the colonial country Sargava. But it also details adventure sites and such of the surrounding jungle. What I'm interested in knowing: is the various adventure sites and details of the surrounding jungle the same info that could be found from Heart of the Jungle? Or rather do both books cover some of the same places (with more DM appropriate detail given in HotJ)? If I'm not interested in Sargava's culture or the cities, am I just better off not picking it up, or will there still be some unique/interesting stuff in there?
B_Wiklund wrote:
Yeah, I'm very intrigued by the Death in Delhi; I don't see a lot of Indian mythology stuff, so it looks tasty, but I wanted to get an idea of his style first.
I don't want to blaspheme, or speak ill of the dead. However, as someone *born* in the 80s, I've not really read much if anything that has come directly from Gygax. However, what I have put together through the way people talk about him, and the aspects of 1e I can piece together, our tastes in games, and styles, are very different. But my question is, when it comes to his ability as a writer, what's it like, and how is he? If I had never heard of Gygax, and I picked up one of the Planet Stories novels, what would my impression be based on the books themselves? Can someone give a constructive critique? I'm a little worried that I might get a lot of praise, simply due to who he was, or what he has done for the RPG hobby, and not if I'll enjoy his books or not.
Fatima of the Desert wrote: Silks! Spices! Carpets hand-loomed from angel hair that will fly upon your every command! Strange herbs grown in volcanic soil from the lower planes! Do they not entice you with their musky aroma? Breathe deeply; they induce strange visions! Do not forget extensive haggling in the bazaar. And thieves who get their hands cut off. And now I'm thinking of Calcutta.
yoda8myhead wrote:
I don't honestly know, because I don't know what Katapesh is like. I'm not very up to snuff on Galorion geography - I didn't even know about Qadira until it was mentioned in the Paizo blog about Pathfinder society. All I know is Qadira = Arabian, Osirion = Egyptian, and I fancy the former over the latter, based on the aesthetic of 1001 Arabian Nights.
Hope it wasn't his funny bone. Actually, I doubt I'll be doing Second Darkness. Got my hands full with a jungle campaign (I stole some stuff from the Mwange Expanse, might even use River into Darkness! (The horror, the horror)). I was just curious. However, I definitely want to take a peek at the moonflower. Plant monsters are necessary in the jungle. ;) Thanks.
I second the advice of "Revise some threats to be more roleplaying oriented". Prime example: The King of Spiders. Here you're in the middle of an entire "building" of thieves and criminals; taking sword and spell to the leader just ain't a good idea. In fact, I'd say that you'd just die, given the odds. Then there's Seven Days to the Grave. A lot there seems geared to RP, at least as far as the curing points. Another option is to try and give both, in some situations. An NPC who could be an enemy or an ally, who challenges the characters to a fight. Either with his champion, or himself; it's a fight with subdual damage or a fight until surrender, not death. If the PCs win, then he's willing to negotiate.
I love desert adventures. So call me happy when Paizo starts an adventure path focusing on the desert. Granted, I'd care more for Qadira than Osirion, but gift horses and mouthes. I look forward to reading this adventure path. Even if I may never use it, Paizo's quality tells a cool story and has great adventure mining resources. Thanks Paizo!
So, I was glancing at the blog today and there was talk of moons and alien plants and such. Since I know jack about the Second Darkness adventure except about the drow... what the hell does the moon and stuff have to do with this adventure path? Are the drow from space or something? If that's the case... game over, man. Game over.
[Insert Neat Username Here] wrote:
And I bet you a dollar that the Sin-spawn mouth design came from Blade II. ;)
Kirwyn wrote:
This is totally off topic, but I was wondering: How does 'There is no Honor' fit into Mad Gods Key and Edge of Anarchy? I have MGK and EoA, but not TiNH, so I'm wondering how that works/what it's about. Because I may tear out some chunks of EoA if my group decides they want me to run that.
Golbez, here's what I finally settled on: There’s a hole in the world like a great black pit
The city of Korvosa. Physically it sits in the untamed realm of Varisia, and politically the imperiled empire that founded it holds it on the brink. While threatened before, the city is now under siege from within. From the slums above the streets known as the Shingles and the sewers and crypts below, within the streets themselves as civil unrest and aggression against the Crown, to the very seats of power that look down upon the hive of skum. The so-fabled cursed Crimson Throne may not be immune to this spreading darkness. Enemies lurk in surprising places, and might be allies for battles not settled by sword or spellfire. The Common Man’s hero Blackjack is no where to be seen; Korvosa needs new saviors. I hope you don't mind me using your paragraph.
Karui Kage wrote: The question is, who? My first thought? Grau Soldado. He pops up often, and often needs help. Great hook. Karui Kage wrote: my first thought was the King of Spiders. I'm wondering though, why? It would definitely be cool for the encounter with him to be a bit different if someone had an attachment to him, but would he really rescue an orphan? If not, who would? If the KoS did this, it would be a move of pragmatism, one that would benefit him. Namely: To train a thief loyal to him, who would stick by him. He wouldn't just save the PC and let them go - they would owe him for a long time.
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