In Search of Sanity (GM Reference)


Strange Aeons

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So I'm recently on session 3 on this Module. And my characters ar wanting to be evil or side with the elder mythos. I need help with ideas on how to present that side of the campaign.

Dhampir mesmerist, follower of Hastur. Currently doesn't know but has been getting dreams of a man in yellow talking to her. She has the blood of the yellow king causing degenerate insanity as she ages

Dhampir cleric, followed of rhan tegoth. Doesn't know anything about his faith. But he does know he is a researcher. Currently working on a potion or spell kin to the elder gods immortality. Turning into a statue etc

Centaur Barbarian. Exiled from her tribe she went to be a guard to the noblemen if thrushmoor to attempt a cou and conquer the lands

Oread summoner. He's sorta the extra

I'm going to allow them to side with the cultist when they get there. Currently there are three survivors in the chapel who are not getting decent sleep on the chapel due to being cultist as are th two Dhampirs. Two are Hastur followers and the other is that of rhan. They've met them but they don't know what the holy symbols mean.

What else can I do?


A little more information.
They met Jolgan?(Aphasia dude that says Zandelus sees) and they were smart enough to let the guy write down his thoughts with the writing supplies they got in the other room. He was only able to write down single words and point to them to give information out.
ZANDELUS. Dreams. Tatterman. Death. Sleep. Awake. Ghoul. Doppelganger. Where the words he wrote down and the players where able to deduct a lot from those few words.

They beat the doppelganger in the laundry room and encountered the mirror. Gave the summoner a dream of a silohette holding something in its hand crying and saying who have I become and throw the object causing it to break. They encountered the wall already but they struggled to make the connection when they saw the mirror.

The survivors are in good standing with the group and so is winters.

I'm having the followers if Hastur and Rhan roll will saves in the chapel if they sleep. Sorta as if Desna knows Andis watching them. But if they sleep outside they are fine. They haven't failed the saves yet.

I've also been slowly introducing their backgrounds as they sleep. That or hints for the haunts. They seem to enjoy the dreams

But the Cleric knows of the cultist camp and wants to go there ASAP. and he was told to not sleep in the chapel. He took that as never sleep.

So how could I allow them to take side with the cultist not even the tatterman? Or would the cultist want to survive the mass sacrifice?

Grand Lodge

On the advice of another GM who did so, I ran book one with the PCs starting with no equipment. They literally only have the choice of a hospital johnny, scrubs, or a straight-jacket for their starting gear.

The players were warned, and picked classes that weren't gear-dependant: sorcerers, oracles, monks, and choosing to start with the Improved Unarmed Strike, Catch Off-Guard or Eschew Materials feats.

It went well. Both the GM who suggested it to me and I completed In Search of Sanity without a TPK, although he did have one PC death in session 1.

Anyone else try something similar?

Grand Lodge

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In the interest of making the boss-battles less d20-like and more Cthulhu-like, I’ve decided to add puzzles to the “final” boss-fights from each book. I feel it makes the fights a little bit video-game-ish, where there’s a fight mechanic the PCs have to do in order to beat the NPC. However, that’s something we don’t normally see in tabletop encounters, so I feel some limited cases, like once per book, reinforce the “weird” feel of a Lovecraftian AP.

For the Tatterman, first I moved the Hypnotic Dreams haunt from room F2 to the hallway between F2 & F3. Second, I boosted the Tatterman’s abilities, double HP, double DR, added energy resistance, added the advanced template, etc; I did not increase his damage output. Third, I linked the paintings to the Tatterman’s abilities: destroying this drawing removes his DR, shredding that painting removes his fear aura, wrecking another eliminates his protection from good SLA, etc.

As the PCs headed down the corridor, I reinforced the thematic link, reminding the players the images in the paintings were the same city where the PCs had been “killed” by the Tatterman back in session one. Then, after Ulver Zandalus was defeated, I described “black smoke”, almost like powdered charcoal, flowing from Ulver’s drawings into the Tatterman, reinvigorating the nightmare doppleganger. After beating them over the head with it, my PCs caught the clue.

I made destroying a drawing a standard action, although AoE effects, like burning hands or an alchemist’s bomb, can take out as many as they can hit. The “Damaging Objects” table on aonprd suggests each drawing has 2hp with no hardness. When burning a sketch removed the panicked effect on a PC who’d failed their save against the Tatterman’s fear aura, the party went to town on Zandalus’ gallery.


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Neat idea


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Finally found time to GM this campaign and so far it's been a blast.
I'm always prone to change a lot of the plot on APs but this one I found myself doing it less than usual, since it's really interesting.

I left my players free to create as much - or as little - background they want but made it clear that I would change much of it during the campaing. Nobody expected different. I know this group of players very well and they trust me as a DM. That also made the dream sequence at the beginning pretty smooth. Players were creeped out but I don't think anyone really believed they were really dead. I mean, the AP just started, they knew it was part of the show. Didn't made it less memorable, though.

The encounter with Latchke was a breeze. Nobody believed the "kind old woman" for a second and eventually the Occultist in our group used phrenology to find out what she really was. Latchke fell in one turn. The creepy haunt with floating viscera was also easy but so disturbing that my group is still hesitant to approach dead bodies.

On the other hand, Oathsday was almost TPK. Scaen had run away on the beginning of the adventure and joined forces with Oathsday. Since nobody believed Latchke, I thought that doind the same trick trice would be boring, so both doctors just embushed the PCs using the silent image trick. It was brutal. By the end of the encounter each PC had fallen below 0 HP at least once. It was actually surprising that nobody died.
After this fight, everyone began thinking of a backup character just to be safe.

I had something to ask of the community here in the forum but after reading so many interesting tales of groups playing this adventure I decided to leave my experiences here... and now I don't remember what I was supposed to ask... Guess I'll post more eventually. Hopefully people still read this thread, even if the adventure is from some years ago :)


To avoid the nightmares when sleeping outside the chapel, the Will save starts at 12 (bottom of page 25).

Since it doesn't seem to have any traits listed, i imagine this up for GM interpretation, but did you allow bonuses vs mind-affecting effects to apply to this save?


Does the Red Destiny sword get referred anywhere else in the AP?


Ballistic101 wrote:

Does the Red Destiny sword get referred anywhere else in the AP?

No, the Red Destiny sword is not mentioned anywhere else in the AP.


Bellona wrote:
Ballistic101 wrote:

Does the Red Destiny sword get referred anywhere else in the AP?

No, the Red Destiny sword is not mentioned anywhere else in the AP.

One of the PCs when I ran this was an occultist who would use object reading on everything. He got used to very detailed images that I would craft for each of the significant items.

Then they found Red Destiny.

And there was nothing. No images. No reading. Nothing.

That scared them more than almost anything in this chapter (except the little boy crying in a pitch-black room).


I'm planning on running this (again; it keeps getting pushed back on my to-do list) but I'm having a hard time parsing everything going on in terms of the overarching plot. Is there a summary somewhere of the things that are going to come up later/need to be reinforced or seeded earlier in the campaign? Or a basic run-through of events? I've tried reading the front-matter on all the books, but for some reason I can't get it to stick in my head in a useful way.


ptrst wrote:

I'm planning on running this (again; it keeps getting pushed back on my to-do list) but I'm having a hard time parsing everything going on in terms of the overarching plot. Is there a summary somewhere of the things that are going to come up later/need to be reinforced or seeded earlier in the campaign? Or a basic run-through of events? I've tried reading the front-matter on all the books, but for some reason I can't get it to stick in my head in a useful way.

At (or near) the end of the first book, there's a one-page summary of the AP's overarching plot (on a book by book basis). Whether or not it mentions names/other information which needs to be reinforced/seeded/name-dropped earlier on, is something that I can't answer. (I'm AFB right now.)

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