Undead

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Goblin Squad Member. Pathfinder Adventure Path, Rulebook Subscriber. 6 posts. No reviews. No lists. 1 wishlist.



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Pathfinder Adventure Path, Rulebook Subscriber
NobodysHome wrote:

Question on seedborne consumption:

p.14 says, "Furthermore, these survivors often have Charisma scores of 11 or lower, allowing them to avoid transformation into the seeded."
p.90 says, "“Seeded creature” is an inherited template that can be added to any corporeal, living creature with a Charisma score of 12 or higher."

I infer from this that PCs with Charisma scores of 11 or lower are immune to seedborne consumption.

So... are they still carriers, in spite of their immunity? This becomes extraordinarily important in the fight with Xhamen-Dor.

I've honestly struggled a bit with seedborne consumption. I've been probably making it more scary than it is by RAW, but that feels right for the story. By RAW, I think it is essentially a disease you can get in some strange ways, and the only ones immune are those immune to disease or mindless.

For my game, my players all know they have the disease at this point in the story. They know they are infected, though seemingly immune, it is not clear why, though it most assuredly has something to do with the what Lowls did to them. They know that sharing their knowledge will infect others, and they know they are carriers. Additionally (something I added) it has become clear that one of the vectors of infection is emotional attachment. People they share their hopes and dreams with get infected regardless of what they talk about.

Due to the psychic nature of the illness, memory altering cures have come into play. In one extreme case, one PC had to erase himself from his true loves mind in order for her illness to be forgotten.

Now in Neruzavin, close to the source, restorative magics are failing to hit the mark, and while memory altering magic may still work, depending on circumstances, only limited wish or more powerful magics are proving sufficient. Additionally, in Neruzavin, no one is immune to Seedborne Consumption, unless they are incorporeal or mindless. Also, I've been having any exposure in Neruzavin cause an immediate onset (time is strange in my Neruzavin), so one fortitude save to negate the cha drain upon any exposure.

In the end, especially in Neruzavin, I recommend tailoring the disease, infestation, psychic curse, however you think of it to keep it feeling like a threat that requires serious resources to keep at bay. It will help motivate a need to confront the Inmost Blot. Really enjoying this module and hope your group is too.


3 people marked this as a favorite.
Pathfinder Adventure Path, Rulebook Subscriber
NobodysHome wrote:

Question on seedborne consumption:

p.14 says, "Furthermore, these survivors often have Charisma scores of 11 or lower, allowing them to avoid transformation into the seeded."
p.90 says, "“Seeded creature” is an inherited template that can be added to any corporeal, living creature with a Charisma score of 12 or higher."

I infer from this that PCs with Charisma scores of 11 or lower are immune to seedborne consumption.

So... are they still carriers, in spite of their immunity? This becomes extraordinarily important in the fight with Xhamen-Dor.

So my party had WindWalk too and used it. They definitely by-passed a few encounters as written, but they opened up some new possibilities that I took advantage of. Consider that most aerial individuals can likely be seen for miles against a clear desert sky. I had them encounter a phoenix, which I made sort of the defacto guardian of the approach to Neruzavin. It ordered them to land, and declared it too dangerous for them to go on to Neruzavin. When the party insisted, the phoenix offered them a chance to prove their strength and sent them to go kill Obsidian.

I used Obsidian at full health and had it initially lunge at the party out of a sand dune creating an immense cloud of dust in the process that provided it concealment for a few rounds.

Returning to the Phoenix victorious I had the phoenix tell them about the Ash Giant traders that it tolerates and their leader Mother Moon and the girtablilu tribe that essentially acts as its stewards, keeping trespassers away from the forbidden city of Neruzavin.

Additionally, playing up the forbidden city angle, I put a mystical temporal barrier of sorts all around Neruzavin. On the initial approach what seems to be a heat mirage hides it from view and the entire area is under the influence of a non-detection spell. Additionally, the wards and the nature of the place cause the city itself to be slightly unhinged from time, which has some follow up effects. 1) All powers with a duration initiated on one side of the barrier immediately end when moving across the barrier, as essentially their duration time runs out instantly. 2) Teleportation across the barrier is ill-advised, as it is unlikely for the caster to be on target, and the wards might even have teleportation traps. Teleportation within the city limits works fine.

Hope some of that helps or stirs some new ideas.