The confirmation email came in last week, so fingers crossed for tomorrow! I'm very excited for the resurrection article. How the gods actually look at this practise has always been kind of glossed over in my games since they all grant the spells. Hoping to bring in some nuance on the topic with this new perspective.
Hello. I noticed in my subscription email that payment still defaults to my expired credit card. I've changed that now, but how can I change the payment method for this particular order before shipping? I saw from your FAQ that I can change the Payment Details of a pending order by accessing it from my Order History, but I can't seem to find that option in the order. Changing the payment details in My Subscriptions didn't change the details of Order 4900512 either. Please help! PS: I acccidentally changed just the expiration date in the order - the card showing now is still expired.
Hey! Just checking in on something. Last week payment details were declined for my Adventure Path subscription, so I updated with a valid card and got a new order confirmation from your super helpful rep! I checked in on the order today, and it seems that my newest authorized transaction has vanished from the Payment details, leaving only the declined transaction from eatlier. Was this because the transaction I made last week expired due to the one-week limit? Will I have to make a new authorization for my card? Or is everything in order? Thanks for your help!
Today, my group ran through most of the Mysterium (we picked up at the start of the second level). I thought I'd share some of what happened with you guys, as well as some of my thoughts. Wall of Text: I ended up changing a few things. I love this adventure path, but there is just a few ideas I wanted to use. The main thing that I did was introducing a new horror to the library: A Colour Out of Space. Like the other horrors, it was unleashed in Lowls' wake, and progressively made it's way through the levels from the second one, leaving it's mark everywhere. By the time the PC's entered the Mysterium, the Colour was resting in the Key to the Soul room, digesting its meals. The great thing about the Colour is that allowed for a lot of build up. It started at the second level, where the air was tinged with the smell of ozone. Weird scorch marks could be found on the floor and the walls, and occasionally the PCs would stumble on a corpse or two that was reduced to fine, white dust. As for the enemies... I gave the mind-shattered guards in level two the colour-blighted template. Of course, this greatly decreased the actual threat they posed to the players, but I went for creepy rather than dangerous. Colour-drained, glowing guards, waiting apathetically for the alien to return to finish them off and reacting with violence to any attempt to approach them put the PCs a bit off, and they ended up leaving them alone. I left in everything else, leaving Mun untouched because he's crazy enough as he is. The PCs captured Mun (Ice Tomb, man) and cleaned out everything else pretty handily, except for the Dread Wraith, which laid some real hurt on them. I kept building up to the confrontation with the Colour, which had crippled or killed some of the Mysterium guardians (I usually end up removing a couple of encounters and reward XP for progression instead, as I'm not a fan of very combat-heavy gameplay), culminating in a blast of stinging, choking air when the last angel gate was opened. At CR 10, the Colour wasn't a real challenge to level 11 PCs, but I played up the unknowable aspect of the creature for all that it was worth*, and it left a good impression. After a battle with the Keeper - holy smokes, that thing is brutal, killed the toughest party member - the Mysterium was saved. My party chose to spend the full seven days they were allowed in the library. This meant that I had to improvise a lot, as the adventure has very little info on what they can actually learn there. I threw in some meager facts on the Necronomicon, and a few books on the list Adam linked. Great resource! I also improvised a book/account called "The World-Eater", which I used to explain and foreshadow things about Xhamen-Dor. I can share my notes on that book if you want! Next stop, Okeno! * Perhaps a bit cruelly, I ruled that the creature was immune to our Martial Artist's Exploit Weakness ability, even giving him a point of Wisdom damage "for foolishly opening his mind in an attempt to understand what cannot be understood. Fun fact: We play in Norwegian, and "Colour Out of Space" translates poorly, so I called it something like "The Colour that Does Not Exist".
Well... Of old foes: Lowls has entered Carcosa long before the PCs reach Neruzavin, so he stays off-camera in this chapter as well, and is not statted in the appendix. He has left behind journals filled with his insane ramblings for the PCs to discover, however. On the other hand, Weiralai returns to take a final stab at eliminating the characters, as expected. She's blessed with a write-up in the Appendix this time around. Depending on the power of the King in Yellow can work wonders for catching up to your foes, it seems, despite all the drawbacks: she's gained 11 levels of cleric since The Trushmoor Terror.
Got it! The Great Old One is:
drumroll:
Xhamen-Dor, as you guessed. The new monsters are:
For those interested in knowing: Child of Yog-Sothoth, a template for those corporeal creatures with a little of that Whateley flair. Druj Nasu Div (CR 8), outsiders who defile burial grounds. Hunting Horror (CR 14), a downright nasty Mythos Beast with great physical and magical powers. Seeded Creature, a template for those infected by Xhamen-Dor
Axial wrote: What is said about this deity in terms of lore and their cultists? The write-up is kinda short, but here's my paraphrasing. Fluff text: It is being portrayed as a deity of duality and contradiction. Atlach-Nacha weaves its webs tirelessly, in spite of knowing that they are doomed to crumble with time (yeah, the webs it spins fall apart after a day, it's in the stat block). It's form is both alien and human, and it dwells both in reality and in dreams.
As such, its cultists also pursue a dualistic lifestyle. At times they toil and construct with great zeal, at other times they wallow in nihilism and leave their works to rot. Both acts are sacred to them. They gather to worship Atlach-Nacha in spider-infested caves and ruins. Domains: Artifice, Evil, Madness and Void.
First-time poster here to join the fun! The Great Old One is: Drumroll:
Atlach-Nacha. The monsters in this volume's Bestiary are: Spoiler: -Clockwork Vivisectionist (Construct, CR 10), a wind-up construct that walks around in search of living creatures to cut up after a dose of anesthesia. -Hollow One (Construct, CR 10), an intelligent, lifelike construct made in the likeness of a specific person. -Hooded Harbinger (Abberation, CR 12), a messenger sent directly from the big Yellow H himself. Nasty piece of work. -Proto-Shoggoth (Ooze, CR 11): What you'd expect. There's also a bigger, CR 14 version that is created when two Proto-Shoggoths fuse. |