Adventure Path Charter Subscriber; Pathfinder Adventure, Lost Omens Subscriber. Organized Play Member. 327 posts. No reviews. No lists. No wishlists. 2 Organized Play characters.
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Aberzombie wrote:
Dubrovnik, historically known as Ragusa, is a city in southern Dalmatia, Croatia, by the Adriatic Sea. It is one of the most prominent tourist destinations in the Mediterranean, a seaport and the centre of the Dubrovnik-Neretva County. Its total population is 41,562 (2021 census). In 1979, the city of Dubrovnik was added to the UNESCO list of World Heritage Sites in recognition of its outstanding medieval architecture and fortified old town.
The history of the city probably dates back to the 7th century, when the town known as Ragusa was founded by refugees from Epidaurum (Ragusa Vecchia). It was under protectorate of the Byzantine Empire and later under the sovereignty of the Republic of Venice. Between the 14th and 19th centuries, Dubrovnik ruled itself as a free state. The prosperity of the city was historically based on maritime trade; as the capital of the maritime Republic of Ragusa, it achieved a high level of development, particularly during the 15th and 16th centuries, as it became notable for its wealth and skilled diplomacy. At the same time, Dubrovnik became a cradle of Croatian literature. In his letter to Nikola Nalješković (1564), poet Ivan Vidalić named it "crown of Croatian cities".
The entire city was almost destroyed in a devastating earthquake in 1667. During the Napoleonic Wars, Dubrovnik was occupied by the French Empire forces, and then the Republic of Ragusa was abolished and incorporated into the Napoleonic Kingdom of Italy and later into the Illyrian Provinces of France. In the early 19th to early 20th century, Dubrovnik was part of the Kingdom of Dalmatia within the Austrian Empire. Dubrovnik became part of the Kingdom of Yugoslavia immediately upon its creation, and it was incorporated into its Zeta Banovina in 1929, before becoming part of the Banovina of Croatia upon its creation in 1939. During World War II, it was part of the Axis puppet state Independent State of Croatia, before being reincorporated into Socialist Republic of Croatia in Socialist Federal Republic of...
I first went to Dubrovnik in 1999, It was fantastic. The tourist industry was still recovering and the locals were welcoming. I went back in 2015. It was packed to the gunwales, Game of Thrones mania was in full flight and I couldn't wait to get out. You could hardly move in the old town. I'm going back in April (end point for a tour I'm on) and am not raising my hopes. If you do go, consider hopping on a boat across to Cavtat.
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Boomerang Nebula wrote:
It might not be canon, but surely rule of cool applies. Interesting twist making Irma Vep an actual vampire.
Thank you. I did have a (very weird) 'real' Parisian vampire - Addhema - present as well, though the PCs never went near her. Irma is just the type of person who would seek out rumors of 'vampires' and come a cropper.
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The thing about Pathfinder is that the opposition automatically levels to be a challenge. And since only high level characters can travel to Earth (ROW and SA), Earth has high level threat where ever PCs have been. Remember Erik Zann is a 16th lvl Bard.
In Golarion, knowledge of Earth should only be available from a mythos tome which somehow made its way there, from a deity (and why would they care to discuss what is surely one of millions of other worlds you have never heard of) or from the heroes of ROW, who do seem to be spreading tech rather quickly.
Not that it's canon, but in our expanded Strange Aeons campaign the party revisited a very high level pulp European capital. A certain Irma Vemp convinced the party to take her back with them. They dropped her off in Absalom. They didn't know it but she was vampire 20th level rogue Mythic tier 2. Poor Absalom.
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I love this adventure. Even if you don't play it as is there's so much stuff to use for say one of my PCs wants to be a Linnorm King campaign in either edition. Well done Luis!
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I engaged James back at the time of publication and there wasn't a published map then. I'm positive nothing has been published since. Azothath's estimations seem better than anything I can/came up with.
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CockroachTeaParty's Psychic guide didn't include anything from Psychic Anthology. Debilitating Pain and it's mass version are near broken, having played an abomination psychic from level 4 to level 20. I felt dirty the few times I cast Glimpse of the Akashic. Reflective Barrier proved useful at high levels.
It also doesn't include the Magaambyan Telepath archetype which lets you mind control plants and replaces your discipline spells with a Druidic spell per spell level.
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1. Very little. According to the Dreamlands planar traits the bodies of lucid dreamers can spend years in the Dreamlands while only a few hours pass in the waking world.
2. They sleep. There doesn't seem to be a rules mechanic for them to notice anything in the waking world.
3. PCs arrive in the Dreamlands in the physical and mental condition they had when they ended the ritual, modified by the backlash damage and any dreamlands equipment.
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Running the Kingmaker 2E AP for 1E will still require the 1E AP books. The Bestiary only gives you the stats blocks not in the 1E AP.
How your party finds the encounters is entirely up to you and your players, how many are they, how min/maxed are they, what stats and books are you allowing. In other words the same as any other AP...
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Mythic Contingency lets you activate multiple spells on yourself, but Energy Drain is always a 9th level spell, so cannot be used with Contingency, as the limit is 6th level spells.
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'Chapter 7' of Strange Aeons is reaching it's climax, despite many covid related delays. Hopefully only 2 or 3 sessions to go. The Level 20 Mythic 4 characters have arrived in time looped Carcosa. All they have to do is proceed to the palace and slay Hastur, having amassed the ritual and components to kill an un-killable Great Old One and allow Cassilda to free the souls of her people.
Unfortunately the only original PC has violated time and space so many times that he has attracted the attention of the Arch-Lord of Tindalos Mh'ithrha, which has arrived to 'smooth out' some temporal anomalies. This character had taken the Path of the Bound from Legendary Games' Mythic Character Codex, saying he was drawing on the Mythic power of ancestor. All good. Despite many requests the PC's player had never supplied details of said ancestor, so I wrote something up, and Mh'ithrha in its multi-billion year journey stopped in the convert said ancestor to a Tindalosian Hybrid (see Chaosium's Malleus Monstrorum Vol. 1, p140) and bring it along.
Chance of Yog-Sothoth intervening? Medium to Good.
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James Jacobs has confirmed in another thread that it is entire written for 2E. Stat blocks for creatures not in the 1E books are in the 1E Bestiary, every thing else you will have to convert yourself.
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I applied the Commando Construct template to a mythic Annihilator Robot from Legendary's Games Mythic Monster Manuel, which worked out as a CR22.
There were 5 19th level Mythic tier 3 PCs and as it was the first encounter of the day it should have been a walkover/resource drain.
With the special attacks from Commando Construct of Brutal Attacks, Extra Attack and Retaliatory Strike by the end of the 2nd round the party was in deep trouble with the cleric reduced to a -150hp or so red mist from multiple chain gun criticals and the fighter down to about 40hp. I had to tome it down to avoid a smart characters teleporting away never to return/TPK.
I have also applied Implacable Stalker and the Nightmare Lord to a Bogeyman.
The most feared/memorial villain I ever did was a awakened, agile (mythic) vampire cat witch 13. Of course it had a cat familiar which was one of its descendants and physically identical.
Also remember for negative energy charged creature, Advanced Bestiary has a 6th level spell that gives it out...
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If you go by Strange Aeons then PF1 fantasy amnesia does change your alignment. It also reduces you to first level because you have forgotten how to use all your class abilities, so it probably doesn't matter if smite evil works or not, because a 1st level character is going to get one-shoted.
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Actually, would Tonya like to explain why my shipment was so delayed? Seeing as she closed off the appropriate thread and deleted all discerning views. Thanks.
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Speaking of Brand New Cherry Flavor, did you every read Todd Grimson's source novel from 1996? I read it back in the day and was super impressed by it. Put it the 10 books to recommend section of my bookshelf,and forgot about. It lacks the Lynch/Cronenberg(ian) and post 2000 horror references of the TV show, but is well worth a read. Like you I am stretching out my enjoyment of the Netflix show.
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Hi Customer Service,
Shipping and handling has more than tripled for a single AP volume since the last shipment in March. That's not financially viable for me. Any options? Save up on several books and ship as one?
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My 'Chapter 7' of Strange Eons is currently on hold due to the Sydney lockdown. The level 19 mythic tier 3 characters are attempting to obtain an Elder Sign an a planet that is totally not 'R'yleh'. We were meeting once a fortnight on Wednesdays.
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Me:
Purity
Male middle-aged human (Chelaxian) psychic (magaambyan telepath) 20 (Pathfinder RPG Occult Adventures 60)
N Medium humanoid (human)
Init +0; Senses Perception +10
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Defense
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AC 8, touch 8, flat-footed 8 (-2 Dex)
hp 105 (20d6+23)
Fort +7, Ref +4, Will +12
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Offense
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Speed 30 ft.
Melee unarmed strike +10/+5 (1d3)
Special Attacks hardened fists, phrenic amplifications (mind's eye, psychic defense, psychofeedback, telepathic targeting), phrenic pool (10 points)
Psychic Spell-Like Abilities (CL 20th; concentration +28)
1/day—commune with nature, detect thoughts (DC 14)
Psychic (Magaambyan Telepath) Spells Known (CL 20th; concentration +28)
9th (6/day)—form of the alien dragon III, psychic image[OA] (DC 27), regenerate
8th (7/day)—mass charm monster (DC 26), fey form IV[UW], glimpse of the akashic, moment of prescience, rend body IV (DC 26)
7th (7/day)—heal, mass hold person (DC 25), mage's magnificent mansion, simulacrum, greater teleport
6th (7/day)—major curse[UM] (DC 24), disintegrate (DC 24), greater heroism, liveoak, psychic surgery[OA]
5th (7/day)—mass charm person (DC25),mass debilitating pain (DC 23), feeblemind (DC 23), overland flight, mass suggestion (DC 23), teleport, threefold aspect[APG]
4th (8/day)—charm monster (DC 22), claim identity (DC 22), dimension door, fear (DC 22), greater invisibility, out of sight (DC 22)
3rd (8/day)—akashic communion, heroism, greater longstrider[ACG], communal resist energy[UC], tongues, voluminous vocabulary[UI]
2nd (8/day)—bullet shield[UC], delay pain[UM] (DC 20), eagle's splendor, fox's cunning, hypercognition[OA], investigative mind[ACG], lesser restoration
1st (8/day)—comprehend languages, hermean potential, ill omen[APG], moment of greatness[UC], touch of the sea[APG] (DC 19), true skill, youthful appearance[UM]
0 (at will)—detect magic, detect poison, detect psychic significance[OA], light, mending, message, open/close (DC 18), prestidigitation, read magic
Psychic Discipline Enlightenment
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Statistics
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Str 10, Dex 7, Con 12, Int 26, Wis 11, Cha 16
Base Atk +10; CMB +10; CMD 18
Feats Amateur Investigator[ACG], Conceal Spell[UI], Craft Wondrous Item, Deceitful, Eldritch Heritage[UM], Encouraging Spell, Extend Spell, Improved Eldritch Heritage[UM], Improved Unarmed Strike, Quicken Spell, Skill Focus (Disguise)
Traits mathematical prodigy, reactionary
Skills Bluff +30, Diplomacy +23, Disguise +9, Fly +11, Knowledge (arcana) +21, Knowledge (chemistry ) +31, Knowledge (engineering) +24, Knowledge (geography) +21, Knowledge (history) +26, Knowledge (local) +21, Knowledge (Mathematics) +31, Knowledge (nature) +21, Knowledge (physics) +31, Knowledge (religion) +14, Perception +10, Sense Motive +23, Sleight of Hand -1, Spellcraft +26
Languages English, French, German, Italian, Japanese, Madarian, Russian, Spanish; telepathy 100 ft.
SQ empty mind, expanded awareness, focused trance, know the land, mutable flesh, nature’s command, patient insight, wild mind
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Special Abilities
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Amateur Investigator (8/day) Your knowledge is more than plain smarts - it's inspired.
Prerequisites: Int 13, 1 rank in at least one Knowledge skill, no levels in a class that has the inspiration class feature.
Benefit: Like an investigator, you have the abil
Conceal Spell (DC 38, Somatic DC 14) Conceal evidence of spellcasting
Empty Mind (Su) As free act, spend 1 phrenic pool to rm blinded, confused, dazed, deafened, staggered or stun condition.
Encouraging Spell Spell granting morale bonus increases it by 1. +1 Level.
Enlightenment Your quest for enlightenment has opened your eyes to new concepts and heights of spiritual awareness. You seek learning that allows you to evolve in mind and spirit, improving your next incarnation.
Phrenic Pool Ability: Wisdom.
Expanded Awareness (20 rounds, Blindsense) (Su) As mv act, gain selected ability for a short duration.
Extend Spell Spell duration lasts twice as normal. +1 Level.
Focused Trance (Ex) Meditate 1d6 rds and gain +20 circ bonus on single Appraise, Knowledge, or Spellcraft check.
Hardened Fists (6 rounds/day) (Su) Natural unarmed or claw attacks deal damage as if one size category larger.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Know the Land (Sp) Expend spell slot of 5th lvl or higher to cast commune with nature.
Mind's Eye (Su) 2 pool: +4 insight bonus to ranged attack roll, 1 additional point to ignore cover (not total cover).
Mutable Flesh (1/day) (Su) Increase duration of transmutation spell that affects only you.
Nature’s Command (Ex) Use 2 phrenic, affect animal or plant with mind-affecting or language spell.
Patient Insight (Ex) When making Heal, Knowledge, Sense Motive or Survival chk, spend 1 phrenic pool, roll 2x take higher.
Phrenic Pool (10/day) (Su) Pool of points you can use to modify psychic spells as they're cast.
Psychic Defense (Su) 1 pool: during social encounter, +4 bonus on next Bluff, Diplomacy, Intimidate, or Sense Motive.
Psychofeedback (20 minutes, Constitution) (Su) 2 Phrenic Pool: Sacrifice linked spl >= 2nd Lev. Gain +1 enhance to Str, Dex, or Con.
Quicken Spell Cast a spell as a swift action. +4 Levels.
Telepathic Targeting (Su) Spend 2 phrenic pool, target creature currently telepathically linked even if out of range.
Telepathy (100 feet) (Su) Communicate telepathically if the target has a language.
Wild Mind (Su) Use telepathy to mentally communicate with any animal or plant creature.
I turn myself into the government, rest and heal. In the long term I party on and push the boundaries of research. With 67+d20+d6 (roll 4 times on the d20 and take the highest) knowledge checks.
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Learned of the existence of D&D from the April 1977 fantasy issue of Battle for Wargamers. Think I got the blue cover basic set for Christmas that year. Bought the AD&D hardcovers as they come out. Played every since, Bought Dragon and Dungeon on and off through the years, got (re-)hooked on Dungeon shortly before Age of Worms. Wasn't a subscriber as postage to Australia didn't work, but harassed several FLGS to get every issue. Read about the coming changes here on the boards and signed up immediately.
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Hi James,
Avistan has opera, but does it have ballet? If so does ballet costumes include tutus, which seem to date form the 1820s.
Running an extension of Strange Aeons which will include a return to Paris and the Opera Garnier. Wondering what sophisticated PCs from Taldor and Cheliax would recogise...
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The adventure assumes that you need interplanetary teleport to travel to/from Carcosa, see the discussion on ways of getting home on p.57.
Our party discussed using plane shift and greater teleport to get around that, but the players decided this was against the spirit of things and went with the flow.
If the party still has the Necronomicon it can't be teleported. Our party left it with Kaklatath in Neruzavin.
We did use greater teleport to regularly return to Aevan-Vhor as it seemed a nicer place that the other nexuses.
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From what I remember my favourites at school were maths and history, though I liked pretty much everything I did.
I enrolled in a BSc for university but the real world didn't agree with me. Still got a major in pure mathematics. Didn't have a enough units for a degree so transferred to a BA as history really was my thing.
Then I did a MA in history on the history of horror films. Should have gone on to a Phd but...
Some years latter decided to retrain and did a Dip in It (programming) which they wouldn't give to me 'cause I skipped some idiot level 1st year courses and the IT bubble burst so it was worth nothing.
Another decade down the track did a MMs (master of museum studies). The head of department wanted me to extend with a dissertation on the ownership of cultural property, but it was going to cost me a lot of money for no careeer advantage so I declined.
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Our grouped finished the campaign last weekend after more than three and a half years of play. We were using 25-point buy, the disease and poison rules from Unchained and the expanded fear and sanity rules from Horror Adventures.
The party were lvl 16 for the climax and consisted of the following: a dwarf mutagen warrior fighter, the only original surviving party member, a human abomination psychic (played by me) who joined the party after an ill-planned raid on the fort in Thrushmoor in book 2 and had absorbed the memories of an original PC at the oasis in the Dreamlands at the end of book 3, a human mesmerist and a half-elf cleric/rogue of Calistria. The party was well aware of the importance of good will saves with even the dwarf having a will save in the low 20s.
The first two encounters went pretty much as written thought the party fully expected to face a powered up Tatterman and were kind of disappointed when it didn’t happen.
As the party approached the hedge surrounding the tower the psychic cast a LOT of buffs, as it was obvious that the end was nigh. The party attempted to fly to the top of the tower, making all the saves from triggering the Yellow Sign. The fight against the shrike worms stretched out as the fighter was quickly fascinated and sat out the fight, the worms eventually falling to de-buffs and were slowly hacked to pieces.
The party prepared to dimension door to the roof, but the DM refused to let us and informed us we had to enter through the tower. Knowing the party would have steamrolled the cultists, he replaced them with three gold golems which drained a lot of party resources before the were destroyed and the party prepared for the last showdown.
The party charged up to the roof, not really knowing what to expect. Like other parties, we didn’t really know who the witch was. A couple of players assumed she was the “Bag Lady’ Loomis who had fallen to a one shot crit from the dwarf so long ago.
Everyone made the DC 34 will save sanity check for encountering XD/Lowls and the fight started. The DM had boosted Ariadnah to lvl 17, so she sent the cleric/rogue off to a Maze of Madness and Suffering. Not a great way to spend the ultimate encounter. The Mesmerist hit XD/Lowls with a Euphoric Tranquillity which managed to shut it down for a round. The party decided they couldn’t repel spell power of the witch’s magnitude, so moved to concentrate on her. She survived a round by casting Harm, but against the hasted party with even the psychic going for physical damage with a Form of the Nightmare Dragon and Glimpse of the Akashic, she was soon down. The party turned back to XD/Lowls who attempted a Greater Dispel Magic against the fighter, but rolled poorly, failing to dispel the Mind Blank, the encouraging Greater Heroism, or even the Freedom of Movement which pretty much doomed it. The Mesmerist took some aflection damage from the Star Seed's Dread Decay but mostly the paper kept rolling their fort and will saves. The Star Seed soon fell to a bite attack from the psychic/dragon who is still trying to get the taste out of her mouth, though as always the vast amount of damage was down by the axe of the fighter. The cleric/rogue eventually returned after about 30 rounds, on 0 sanity and with about 5 greater insanities.
We all agreed this was one of the best campaigns we had played in any system over many decades of gaming.
I pitched a continuing the campaign proposal to the group, which was accepted, so we changed DMs and the party levelled up and gained a mythic tier. I hope to post in the future how this turns out.
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The same side bar on ozzes, p.255 of the Bestiary says Blights are oozes. Blights were more intelligent in PF1 than Shoggoths. Is the side wrong or will Blights now have lower mental stats than Shoggoths?
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The side bar to the ooze entry on p.255 of the Bestiary says Shoggoths are oozes. Yet the Shoggoth entry on p. 293 lists them as aberrations. What happened?
Leaf-On-Wind
M Skyborn Tengu Monk 6 | HP 78/78 | AC 25 | F +12 R +14 W +14 | Perc +14(E) | Acr/Md+15, Nat+14(E) | Rel/Srv/Thv+12 | Ath/C.Lore/Soc+9 | 35 Speed | Active Conditions: None |Monastic Archery Stance: Active | Focus Points/Pool 0/1 |First Aid Gloves 0/1
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