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Yakman's page

Pathfinder Adventure Path Subscriber. 318 posts. No reviews. No lists. No wishlists.


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LazGrizzle wrote:
Think "Clive Barker writes North Korea"

At least the scary bits are.

But I don't think the Umbral Court has a need for so much overt villainy. Zon Kuthon is upheld as the savior of the people. But its not like the shadows are walking in the sun. It's not like there's mass rallies for Zon Kuthon - maybe the oddly timed celebration in reverence of some cryptic astrological phenomenon, maybe there are some rather... violent ceremonies. But it's not an occultic terrordome of EVILZ (at least not openly). Zon Kuthon and his church is more weird than evil, imho.

I think Nidal is more the place where people just... disappear. There's nothing overtly menacing about most of the country, most of the time. But you know. Farmers gotta farm, sailors gotta sail, masons gotta lay bricks. People live ordinary lives. But they know. It's probably a fairly normal place most of the time, indistinguishable from rustic Taldor or Andoran. But... you know.


Heck, in Giantslayer, the players can travel to shadowy Pangolais for supplies and refits. It's not like even the heart of darkness is unwelcoming.

I haven't read the novel, but that's just my take on things from the Campaign Setting. Nidal is evil, but its masters have no need to be obtuse about it. They use scalpels, not cleavers.

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Piccolo Taphodarian wrote:
Book 3 is the weakest so far. The reason for the PCs involvement and the goals are weak. They have no reason to complete the goals or work with the allies offered in book 3. In fact, they have every reason to work against the giants and the goal of the module. I'm going to modify Adventure 3 to make the goals more in line with what they should be.

It's pretty easy - the PCs get back from Adventure 2, and Trunau is either completing battling off a ogrish raiding party ("Hunt them down!) or dealing with a refugee crisis from the Mindspins ("Save the village!"). Either way, the PCs take off for the Mindspin Mountains.

I think the geode map is a bit much, esp. considering that Volstus is rallying a massive army at the Cathedral anyways.

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Puna'chong wrote:
100% possible. I do it for every single campaign I ever run. We hate tracking XP.

Seriously. Why bother? Levels are right there in the book. Party gets to a certain point, everyone gets a level.

Doesn't hurt that the level advancement points are naturally stops in the adventure, everyone can take a break and update their character at the same time, etc.

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EntrerisShadow wrote:
As for what exists on earth, if I recall I don't believe the Reign of Winter AP ever delved into the religions here or anything about Russia's political climate.

didn't read Reign of Winter, but from my understanding it does take place in Russia during the 1917 Revolution, and it does feature Rasputin, who, IRL, was an Orthodox mystic.

So... these things are in the Pathfinder Universe, even if there's no commentary about them.

That being said MAGIC, DRAGONS, ELVES. It's a game. People who take it too seriously, or get into a huff about a particular adventure writer's perspectives should re-assess their priorities.

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is the number of orcs / ogres who die in the combat if the factions start fighting flipped/errata?

it would seem to me that ogres should be taking out more orcs than vice versa...

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well, the druids can just be some kind of weird shamans, or some bizarre-o creature from wherever in Xen'drik. Xen'drik is basically whatever you want to stick in it, so they might be like... oh... got it! Elves who stayed loyal to their druid giant master, who defended his forest abode before being overwhelmed, subsuming them into the demi-plane.

It's not really important to the plotline where the will-o-wisps come from. So whatever.

Dunno where the dwarves are going to come from, but however you feel you can stick them in. Just dwarfin' I guess.

Pathfinder Adventure Path Subscriber

Big fan of the Knights in Occult Mysteries.

They'd make a marvelous villain for a PC group.

Pathfinder Adventure Path Subscriber

Well, one thing I would change, after reading the whole path, is including Volstus earlier on as a teaser to the PCs.

Perhaps when they finally round the bend to the Cathedral in Part 3, they see the vast, assembled host of giants - and above them comes Volstus, atop his deadly Red Dragon, who wheels in the sky a few times, lands dramatically, and a disembarked Volstus addresses his titanic followers, urging them to destroy the realms of the lesser races. The cathedral's leaders are next to him, presenting the PCs with the first view of the dangers within, and beyond, the adventure. Volstus leaves, the giants cheer and celebrate, and the PCs have a means to approach, but not enter, the cathedral fairly circumspectly (since it seems to me that just making it through the giant camp is the most dangerous part of the adventure).

All the cryptic stuff from the first two parts then comes to fruition as the PCs are confronted with the reality of the Storm Tyrant's might and ambitions. He's too far away, and much too strong, for them to do anything to him, and they are beneath his notice, so there's no chance of the AP ending with a wayward multi-critical, but the hints and rumors that surrounded him before are dispelled with the majesty of his power.

Just a thought.

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Tangent101 wrote:
Now that the Giantslayer AP is done... the Bad Thing that happens with the Giants? Basically that the giants fail. They invade and in time are taken out by the Worldwound or the Runelords or worse. (And when you think of it, an army of giants would probably be easy prey for a bunch of Rune Giants.)

Well, the other thing in the ending of the AP is the potential presence of numerous epic-level giants and such who are not (yet) under Volstus' sway. While it does assume that Volstus might lose a conflict with a Runelord or the Worldwound, he and his elite lieutenants are more than capable of doing the types of damage that the PCs do to defeat the enemies presented to them in Rise or Wrath.

Volstus, moreover, is theoretically the leader of hundreds, if not thousands, of giants - an army that, given the situation in Avistan, might well be undefeatable by the nations of that region. He's negotiating with the leaders of Belkzen to bring them under his sway, and his reach extends to giant clans around half the world. His might is really in its infancy when the PCs scale his flying castle.

While Volstus would probably lose out to an ascended Unity and its mind controlling powers, if he were able to actually get everything together the way he wants, he could possibly go toe to toe with the demons of the Worldwound or a Runelord.

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An added environmental effect is pretty easy to throw onto the party as well.

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Yoshu Uhsoy wrote:
I was thinking maybe hells rebels.

it's kinda hard to get a recommendation on an AP that no one has looked at yet.

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there's other things to do and see.

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Drondak wrote:

In my campaign, the Azlanti were advanced. That's why the Aboleth wanted to destroy them - they had become too powerful for them to control. I like to envision ancient Azlant similar to the Marvel Universes' Asgard.

I also compare them to Kryptonians - live births hadn't occurred for centuries and you were simply created for a purpose. Great adapted story arc.

I also have decided that all the beings in the Stasis Fields are, in fact, pure-blooded Azlanti, just waiting to be woken up. There was a selection process that occurred when they realized their world was doomed.

So yes, if your character could have logically survived Earthfall and somehow survived the intervening 10,000 years, play a pure-blooded Azlanti. Just surviving Earthfall probably granted most of them a mythic tier or two, but you don't have to introduce that.

Remember, it's your game; do with it what you like.

this last point is very, very, very important.

in my interpretation of events, the Azlanti were yet another failed experiment in the long, long, line of failed Aboleth experiments. Didn't work out - Starstone 'em. Not like it matters to creatures with memories that go back hundreds of millions of years.

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decline is something that happens until it stops.

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QuidEst wrote:
Rakshasas make a great conspiracy target. They're shapeshifters, semi-immortal, foreigners as far as the Inner Sea is concerned, mind-readers/manipulators, illusionists, and generally obsessed with controlling everything they can.

Golarion is called the Cage... the Rakshasa Rajahs of Eberron are imprisoned in Khyber...

Golarion is KHYBER!

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Giantslayer is pretty epic.

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Jewelfox wrote:

Ehhh ...

I just finished reading Distant Worlds, and any time it talked about sex (or sometimes just women's outfits) I had the distinct impression that I was reading, like, 30's pulp sci-fi or something. Like whoever wrote it had missed the boat big time, and was unironically writing for an imagined audience of sexually-repressed 15-year-old boys, about stuff like fifty foot tall women in loincloths fighting amazon dinosaur riders. Or "a plaec wat maeks u raep ppl, an then thay hav babbies an go aan raep ppl too!!1"

I'm sure there are ways of exploring these topics that aren't cringe-tastic, at least for me. But I really feel like it shows that this was one of their earlier efforts.

the cringe-tastic bits were some of my favorite parts.

as for Aucturn being "rapey" I thought it was great. Evil places should be evil. Aucturn should be as awful as it can be - I would imagine our gazetteer under discussion probably only concerns those few places where people have returned from...

To quote a review on another controversial gaming product - "What do you think they were doing in the Temple of Elemental Evil?"

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Wiggz wrote:

The most powerful group of four I've ever seen is currently running through my Giantslayer campaign. Its not what I'd call the most well-rounded but they are devastatingly effective, especially at mid to low levels:

Half-Orc 1st level Bloodrager/11th level Skald (Fated Champion)
The leader of the group, he uses Versatile Performance to maximize social skills and spells for everything from healing to buffs to information-gathering. His real contribution however is Inspired Rage. It makes everything go as everyone's first level(s) are their Barbarian levels and everyone's first feat is Amplified Rage... meaning that by 2nd level, everyone is getting +8 Strength and +8 Constitution whenever they're adjacent to another member of the party. The fast healing from Skald's Vigor and Greater Skald's Vigor is major, as is the ability to eventually grant Rage Powers like Superstition, Greater Beast Totem (Pounce) and Come and Get Me. Spell Kenning is a great get-out-of-jail-free card.

Half-Orc 2nd level Barbarian (Wild Rager & Pack Rager)/10th level Fighter (Weaponmaster)
Half-Orc 2nd level Barbarian (Wild Rager & Pack Rager)/10th level Fighter (Weaponmaster)
These two builds are identical (they're twins) and lean heavily on a number of useful teamwork feats, everything from Seize the Moment and Paired Opportunists to Lastwall Phalanx (something they all eventually get). Their AC is much better than most Barbarians and through Wild Fighting, by 2nd level, they can make an extra two-handed attack every round. Since they're working off of Inspired Rage from the Skald, there is no risk incurred from Uncontrolled Rage.

Half-Orc 1st level Bloodrager/11th level Witch (Scarred Witchdoctor)
The final piece of the puzzle... the Scarred Witchdoctor's spells and most importantly its Hexes are Constitution-based. As far as I understand it, he can't cast spells while under the effects of rage, but Hexes are obviously still an option along with wands, scrolls and potions, plus he can use all of...

i'd certainly be interested. seems like an awesome party - mages can go pound sand!

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KahnyaGnorc wrote:
Engineering is applied science, so that statement is contradictory.

Engineering starts with building stuff. Putting something on top of something else to make a cairn or a wall, or digging a trench, isn't science. Nor, strictly speaking, is kinda eyeballing stuff to see if it works.

That's super-basic engineering. And it doesn't have anything to do with science.

The Druids weren't scientists. They built Stonehenge, which is a remarkable feat of engineering. Yes, they knew astronomy, but they weren't testing hypotheses or attempting to discern knowledge from observation.

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Cthulhudrew wrote:
Samy wrote:
Did you guys ever say how you are solving the "three digit numbers on the spine" problem? Moving to a smaller font? Going sideways?

gosh i hope not.

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Rynjin wrote:
When you start off with "Evil characters are lame and always have been" you've failed to keep an open mind right from the word go.


I'm simply stating what my opinion is, and my openness to reviewing it.

that I'm open to changing that opinion doesn't invalidate my existing opinion.

I've never seen playing teh 4 Ev0lZ done well, and I've never seen it done in a way that might interest me in playing in such a game.

but I was never been interested in swords vs. robots, and Paizo's Numeria and Iron Gods convinced me that fighting robots is the best thing ever. So, I'm open, but skeptical.

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Gars DarkLover wrote:
Yakman wrote:

eh. not a fan of the evils.

i'll see where it goes and try to keep an open mind though... i don't mind the hard-line law aspect of Cheliax (which is how I try to envision Thrune rule) but portraying evil characters is just lame and always has been.

Not many games give the chances to play Evil PC, most systems don't even have rules/guidelines for it.

and for good reason imho.

that being said, I'll try to keep an open mind.

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Adam Daigle wrote:

For fun, check the half-page illustration on page 62 of Pathfinder #94 and then check the half-page illustration on page 68 of Pathfinder #95.



Gotta make that Paper.

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eh. not a fan of the ev0ls.

i'll see where it goes and try to keep an open mind though... i don't mind the hard-line law aspect of Cheliax (which is how I try to envision Thrune rule) but portraying evil characters is just lame and always has been.

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Our two iconics are tossing some nice jink down a volcano's caldera!



For our resident rogue and swashbuckler, I am extremely concerned! Have they taken some kind of potion of Reverse Alignment? Are they cursed with a foul geas to act against their natures?

Explanations are demanded.

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I think it ramps up. I'm particularly impressed with the last three adventures, although I've only skimmed through volumes 5 and 6.

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MMCJawa wrote:
I'd vote for Absalom, just because I think it has the most potential to make a really solid hardcover.

I'd vote against Absalom, primarily because it's so central. Creating the kind of hyper-detailed city that we see in these types of products (I'm thinking mostly about Ptolus or Waterdeep, since those are ones I've read myself) eliminates the freedom that future designers might want to have when writing products concerning Absalom - which will almost certainly be featured in many, many, of Paizo's future offerings.

What I liked about Kaer Maga (not only the everything) is that it's way out of the way. It's detailed, but it's not central - I can go there to have adventures and such, but it's not somewhere that its creepiness is going to infect everything around it - it's its own place, off on the Storval Plateau.

I'd much rather prefer such a hyper-detailed book to concern somewhere off-center. Kerse, the magically warded, bustling and genteel, but dizzyingly complex capital of mercantile Druma, would be an interesting challenge.

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James Jacobs wrote:

Azathoth is the "Daemon Sultan" because Lovecraft chose an archaic and unusual version of the word "demon" for its exotic flair. He also did so close to a century ago, and about 75 years before D&D/Gygax decided to make daemons into their own thing.

We retained it in Pathfinder because that's the way it's always been, and while I can now see how that might cause confusion... it's so ingrained in my mind that I never even noticed that would or could be confusing.

Not only does Azathoth have nothing to do with daemons, it really doesn't have much of anything to do with the outer planes at all, let alone Abaddon.

or perhaps that's what the blind idiot god wants us to think!

seriously though, some of the nastier daemons would fit in pretty well as servants of Azathoth - he might not be a daemon himself, but there's no reason why some of them might not consider him their Sultan...

there's also the possibility that the term was given as a result of a miscommunication - a cabal worshipping him led by a summoner who routinely brought forth, or consulted Daemons could easily have been the genesis for this title, bestowed by a cult-smashing inquisitor who didn't have all the facts.

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UnArcaneElection wrote:

^It is pretty shaky even in those parts of the world where it is established -- just look at things here ranging from the Alien and Sedition Acts of 1798 through the Red Scare and the McCarthy era and "free speech zones" and persecution of whistleblowers in recent times, and similar Infernal perversions of law in countries other than the US that advertise themselves as democratic.

Although I have not seen anything official stated to this effect, I suspect that the government of Rahadoum would react with extreme hostility even to critics whose complaints had nothing to do with religion or the lack thereof.

well, that's one way of looking at it, with the Pure Legion effectively acting as the Gestapo, supporting a vile ruling caste of slavers, intent on suppressing religious thoughts/movements which could threaten their rule.

Might actually make for a pretty good origin story for a Moses type figure. ;-)

Personally, I think that Rahadoum's government is much more benign, but it's an interesting take on the situation.

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Looking at Occult Adventures, I'd like to have something that can build around that - possibly the PCs becoming a kind of supernatural hunting ghost slayer team.

Dunno the most ghostly place in the Inner Sea, but maybe Taldor, with haunted ruins of ancient noble houses?

Just a thought.

Personally, I'd like to see the setting go full on with this super-hero vibe I'm getting, and go full on Justice League against whatever League of Super-Villains Nex or Geb or whoever can muster in Absalom.

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shoot. looking at the conclusion to the adventure path, combined with some of the previous posts here, there's some pretty intense giant-slaying to be had post-GiantSlayer.

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after reading five, it'll be great, but nothing compared to six.

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super awesome stuff.

keep up the amazing work.

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W E Ray wrote:

When I DMed a Rise of the Runelords campaign several years ago, Mokmurian lived. It is a long, convoluted story -- his survival coinciding with the PCs' victory, but at the end he lived.

As a result, I've included him as a living and obviously quite powerful NPC in two other campaigns in Varisia where his presence, in periphery, made sense. The ultimate conclusion of which is that, in my Pathfinder world, Mokmurian is alive and well,... and powerful.

That brings us to Volstus.

A badass giant right in the middle of Jorgunfist and Xin Shalast (Mokmurian's two bases of power).

So, as I contemplate how to run a Giantslayer AP one day (certainly not until all 6 volumes are in my hands), what are some ideas on how I could handle the two Giant Lords in close proximity to each other?

If Mokmurian were alive in your game, how would he react to Volstus?

How would Volstus react to Mokmurian?

How could I justify leaving Mokmurian out of a Giantslayer campaign?

How would I include him?

I love it.

He could be the infamous "Death Adder's Trainer" at the end of Golden Axe - the Giant behind the Giant. Beef him with some reasonable levels, and have him come back to smite the PCs after whatever the aftermath of Volstus' brief reign might be.

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just reading the title, I was like wha?

but reading your explanation... Giantslayer probably makes more sense in Xen'drik than it does in Belkzen. Particularly the second chapter - it becomes Apocalypse Now on a drow mercenary's river boat.

Very, very smart.

interested to hear more.

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in a straight up fight, Godzilla.

and basically in anything, Godzilla.

Godzilla is awesome.

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Bluenose wrote:
houstonderek wrote:
GM Niles wrote:
Although, I still think that we don't have near the problem with crazy fans the way "Football" (Soccer) programs do in Europe.
Ever been to ANY sporting event in Philly? They can make even the most sociopathic soccer hooligan blush.

Do they make banners celebrating the desire to decapitate players who left their club and end up with local rivals? Standard Liege - Anderlecht derby, January 2015.

Do they throw flares onto the pitch or into stadium sections of opposing fans? Multiple instances.

Do they break into minivans so they can smash a 10-year-old in the face with a bottle? Before the Glasgow derby, February 2015.

Do they go on the field and punch players from the opposing team? Tel Aviv derby, Maccabi vs Hapoel, player who scored was attacked by a fan who ran on the field, November 2014. Derby vs Nottingham Forest, January 2015.

Have they ever killed an opposing player? Argentina's third division, where a player was killed after a stone thrown by the crowd hit his head. December 2014.

Gotta go some to match those football hooligans.

there's lots of reasons to hate the NFL, but their usually insipid ties to law enforcement are pretty handy at times.

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Irontruth wrote:

Therefore God is not the source of an objective moral code, but rather a subjective one that changes over time. If secular sources cannot be sources of morality because they are subjective, than neither can God, since he is also subjective.

If I do accept the premise that a truly divinely inspired moral code would be objective and not subjective, than I would have to conclude that Christianity is not divinely inspired, since it contains subjective moral codes.

except the Old Testament doesn't present YHWH as having an objective moral code.

For instance, he curses Adam's descendants to work the fields. Abel decides to go and be a shepherd instead, and YHWH blesses him over Cain, who actually was a farmer.

So... in the second story in the bible, YHWH changes his mind. Right there in the text.

Accepting that Christianity follows from Judaism, well... you can draw your own conclusions.

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for me, I visited my gf in brooklyn in 2003-2005. she lived in a tiny apartment with her family, and to "get away" we would occassionally get a hotel room.

it turns out there were like... 6 hotels in Brooklyn. Almost all of them were pretty crummy.

SIX. In a city of 2.3 MILLION PEOPLE.

I was like... "why don't we start a hotel?"

Never did anything about it. And since then... well...

So... that is my could have been story.

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equinoxmaster wrote:
The Esoteric Order of The Palatine Eye is obviously the Illuminati


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Greg A. Vaughan wrote:

Yakman, to fully appreciate the many nuances and creative uses of the rules, then PF is your way to go...including the wonderful ship-to-ship fighting rules of Fire as She Bears. However, some people just want to game and not get caught up in all that. And if that's how your table likes to roll, then S&W would be your thing. As an example, the ship-to-ship rules were not translated into S&W, so there is no S&W version of Fire as She Bears (unlike the other books, which all got converted) because it was deemed as unnecessary for that game style. S&W can do free-flowing, loose ship fighting stuff without getting all hung up on the rules. But if you like the idea of rules for it to give an unarbitrary sense of winning and losing, strategy, tactics, advantages, etc. then I'd go with PF.

Not much advice, I know, but you've really got to decide based on the type of game you (and just as importantly, your players) will want to be in. I think S&SW is great, but I'd pretty much pick PF every time. I really enjoy the added depth it brings to my table. Bill or Matt? Not so much.

One final note: It's a whole lot easier to convert on the fly from PF to S&W than vice versa.

Pathfinder it is then.


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Question about the Razor Coast:

I really want to get it, but should I'm torn. On the one hand, I'm far more likely to be able to actually play this if I get the S&W version, but the setting seems a lot more friendly to the more complicated Pathfinder rules.

Any advice?

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anybody got their hands on this yet for a preliminary look?

i just happened on it and it seems pretty cool from a thematic perspective.

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fine_young_misanthrope wrote:
I want me some more aboleths!

don't we all?

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I kinda liked the possibilities of Neferuset, although as she was actually integrated into the campaign, I wasn't too hot on.

If I ever ran Mummy's Mask, I'd have her get beaten, escape, and then run a sequel campaign around her.

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Mikaze wrote:

Gonna be adding to this some time after work cools down, but I can definitely say I've got a head canon about those black hole sacrifices mentioned on the Dominion article.

Two hints:

1. They don't die.

2. "Where we're going we won't need eyes to see."


yeah, that was a pretty cool little bit. dunno what to do with it, but it was pretty cool.

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No. More epic.

The Cyborg-Dragon is strapped to a rocket heading TO SPACE!!!!

The final confrontation is either:

IN SPACE!!!!!!! aboard the orbiting ruin of a portion of the Androffan fleet where Unity/Mengkare is setting his orbital mind control lasers while contending with demonic/mi-go pirate/raiders from THE MOON!!!!


the shattered ruins (courtesy of PC action) of the exploding launch pad, where the party must confront the enraged cyber, injured cyber-dragon amidst the burning, collapsing towers and pits while contending with the now ultraviolently psychopathic Hermeans swarming the launch site

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now that we've seen a little more of the Dominion, it's pretty clear that the original thesis is true: the Dominion is more ALIEN than MYTHOS. Although there are clearly more than a few overlaps.

In fact, they seem to be in direct confrontation with that most mythos of creatures - the Mi-Go.

That being said, the Dominion is incomprehensible to our minds, so... yeah.

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