Akata

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** Pathfinder Society GM. 60 posts (61 including aliases). 5 reviews. No lists. 1 wishlist. 19 Organized Play characters. 2 aliases.


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If I had to take an educated guess, I believe the cover character is..

spoiler! You were warned!:
Absalom's Town Planner, Olansa Terimor. Why is she on the cover? I won't say. You'll have to read or play it and find out!

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If I had to take an educated guess, the purple-haired gnome on the cover is...

possible spoiler??:
Absalom's Chief Architect, Blune Blandersworth. (The architect's compass, coke bottle glasses, and blueprints on hand, plus the very gnomish last name. BLATHERING BLANDERSWORTH!)

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HEAVY SPOILERS WITHIN!

I decided to utilize the Unchained Poisons and Diseases rules for my Strange Aeons game, to make the prospects of trying to survive everything all the more horrifying. They're just so much more scary than the standard poison/disease rules and really help to ramp up the threat of simple things that bite, swarm, and sting, of which there are many in this AP. The rate of survival drops when utilizing these rules to their fullest and the higher levels of this AP certainly have the chance to infect the minds and bodies of the PCs. This led me to having to overhaul every poison and disease featured in the AP in advance, because I'd hate to have to make up something on the fly or get roadblocked after being inconsistent with a long-term disease or something like that. Some of the disease/poison effects are also rather complex, especially within book 5. So, I present to you, as I complete the sections of the AP, book by book, the converted Unchained poisons, diseases, drugs, and infestations utilized by all of the threats featured directly over the course of the Strange Aeons AP. I’ll break it up by book and spoiler it.

A few notes. Firstly, Mark Seifter's incredible poison conversions were fully utilized at several points throughout the process and direct usage of several of his poisons were used. Much thanks goes out to him for the work he did with that project and driving the inspiration of this lengthy conversion process (4 months in the making). Secondly, where drugs are detailed, the best attempt at converting the effects of the drug are made while maintaining the spirit of the Unchained addiction effects. Addiction levels progress minor->moderate->severe, ignoring the confusing "major" label found in the GMG. (Major = Severe)

Additionally, given the possibility of errors or inconsistencies therein, if you see a serious problem, mention it, and I'll do my best to rectify the main guide. Certain liberties had to be taken in some circumstances where a previously existing effect doesn't translate perfectly to the Unchained system. That having been said, here's what I'm using to best traumatize and torture my poor players over the course of this adventure. Enjoy! Go forth and traumatize!

HEAVY SPOILERS AWAIT!

Book 1 - In Search of Sanity:
DISEASES
Filth Fever, Ghoul Fever, Leprosy, Tumor Infestation
POISONS
Giant Centipede Poison, Spider Swarm Poison

FILTH FEVER (disease)
sources: heaped bodies in A2, dire rats in B9, summoned rat swarm in C6/C12, hemorrhagic road haunt in D6, treacherous feast haunt in E2, rat swarm random encounter
Type disease, injury; Save Fort DC 12
Track physical; Frequency 1/day
Cure 2 consecutive saves

GHOUL FEVER (disease)
sources: all ghouls in B13/B14/D4/D5/E4/E7/E8/E9/E10, ghast in E9 (Fort DC +2)
Type disease, injury; Save Fort DC 13
Track physical (special); Frequency 1/day
Effect If humanoid victim reaches Bedridden state or -1 or fewer hp, Fort DC 13 or gain ghoul corruption. If humanoid victim dies while it has ghoul fever, but is raised from the dead before it rises as a ghoul, it gains ghoul corruption. A humanoid victim that dies of ghoul fever rises as a ghoul at the next midnight, as per normal. A humanoid of 4 HD or more rises as a ghast.
Cure 2 consecutive saves

LEPROSY (disease)
sources: boilborns in D1
Type disease, contact, inhaled, or injury; Save Fort DC 12
Track physical (special); Frequency 1/week
Effect Healthy—Latent/Carrier—Sluggish—Stiffened; sluggish and stiffened are as Dexterity poison, stiffened is an end state
Cure 2 consecutive saves

TUMOR INFESTATION (disease)
sources: hungry flesh in C1
Type disease, injury; Save Fort DC 17
Track physical (special); Frequency 1/day
Effect Victim suffers all penalties from progressing on both the physical disease track and charisma poison tracks for Weakened and Impaired states
Cure 2 consecutive saves

GIANT CENTIPEDE POISON (poison)
sources: Medium centipedes in B10
Type poison, injury; Save Fort DC 13
Track Dexterity; Frequency 1/round for 6 rounds
Effect Requires two failed saves to progress to each state past sluggish
Cure 1 save

SPIDER SWARM POISON (poison)
sources: spider swarm random encounter
Type poison, injury; Save Fort DC 11
Track Strength; Frequency 1/round for 2 rounds
Cure 1 save

Book 2 - The Trushmoor Terror:
DISEASES
Addiction (minor), Bubonic Plague, Filth Fever
DRUGS
Flayleaf (minor), Muscaria (minor)
POISONS
Belladonna, Black Adder Venom, Bloodroot, Blue Whinnis, Fungal Spores, Malyass Root Paste, Oil of Taggit, Poisonous Blood, Striped Toadstool

ADDICTION, MINOR (disease)
sources: flayleaf, muscaria
Type disease, variable; Save see drug’s save DC
Track physical (special); Onset 1 day; Frequency 1/day
Effect Healthy—Weakened; weakened is an end state.
Cure 2 consecutive saves

BUBONIC PLAGUE (disease)
sources: rat king in G6
Type disease, inhaled or injury; Save Fort DC 19 (typically 17)
Track 1d4 Strength, 1 Charisma, fatigued; Frequency 1/day
Cure 2 consecutive saves

FILTH FEVER (disease)
sources: rat swarm in F6, dire rats in G6, Rumatri in F10 (Fort DC 19)
Type disease, injury; Save Fort DC 14 (special, typically DC 12)
Track physical; Frequency 1/day
Cure 2 consecutive saves

FLAYLEAF (drug)
sources: treasure in A3
Type drug, inhaled or ingested; Save Fort DC 12; Addiction minor
Track Wisdom; Duration 1 hour
Onset immediate; Effect Fatigued for duration; provides a +2 alchemical bonus on saves against mind-affecting effects for the duration of the effect

MUSCARIA (drug)
sources: treasure in A4
Type drug, ingested; Save Fort DC 14; Addiction minor
Track Charisma; Duration 3 hours
Onset 30 minutes; Effect provides a +1d6 alchemical bonus on a single Knowledge (any one), Perception, or Sense Motive check once per minute for the duration of the effect

BELLADONNA (poison)
sources: treasure in A3
Type poison, ingested; Save Fort DC 14
Track Strength (special); Frequency 1/minute for 6 minutes
Effect Requires two failed saves to progress to each state past Weakened. Each time the victim’s state progresses, the victim receives a new save to cure a lycanthropy affliction contracted in the past hour.
Cure 1 save

BLACK ADDER VENOM (poison)
sources: Risi Nairgon in F9
Type poison, injury; Save Fort DC 11
Track Constitution (special); Frequency 1/round for 6 rounds
Effect Requires two failed saves to progress to each state past Weakened.
Cure 1 save

BLOODROOT (poison)
sources: treasure in A3
Type poison, injury; Save Fort DC 12
Track Constitution and Wisdom (special); Onset 1 round; Frequency 1/round for 4 rounds
Effect On the first failed save and every two failed saves thereafter, the victim advances on the Constitution poison track. On the second failed save, and every two failed saves thereafter, the victim advances on the Wisdom poison track.
Cure 1 save

BLUE WHINNIS (poison)
sources: poison needle traps in A4/D7/E1
Type poison, injury; Save Fort DC 14
Track Consititution (special); Frequency 1/round for 2 rounds
Effect Healthy—Weakened—Unconscious; no end state
Cure 1 save; unconsciousness lasts 1d3 hours, then recovers to healthy

POISONOUS BLOOD (poison)
sources: biting/ingesting fungal wolves in A3
Type: poison, ingested; Save Fort DC 15
Track Strength and Dexterity (special); Frequency 1/minute for 6 minutes
Effect Requires two failed saves to progress to each state past sluggish/weakened; victim suffers all penalties from progressing on both the strength and dexterity poison tracks for Weakened and Sluggish states
Cure 2 saves

FUNGAL SPORES (poison)
sources: fungal wolves in A3
Type poison, inhaled; Save Fort DC 15
Track Constitution and fatigued for 1 minute; Frequency 1/round for 6 rounds
Cure 2 saves

MALYASS ROOT PASTE (poison)
sources: poisoned blades trap in A1, treasure in A3
Type poison, contact; Save Fort DC 16
Track Dexterity; Onset 1 minute; Frequency 1/minute for 6 minutes
Cure 1 save

OIL OF TAGGIT (poison)
sources: tainted wine in E3
Type poison, ingested; Save Fort DC 15
Track Special; Onset 1 minute (special, dissolved in wine); Frequency —
Effect Healthy—Unconscious*
Cure 1 save
*The unconscious state lasts for only 1d3 hours, and then the victim returns to healthy automatically. This is not an end state.

STRIPED TOADSTOOL (poison)
sources: Risi Nairgon in F9
Type poison, ingested; Save Fort DC 11
Track Wisdom (special); Onset 10 minutes; Frequency 1/minute for 4 minutes
Effect For every two states the victim progresses on the Wisdom track, she also progresses one state on the Intelligence track. The two tracks heal separately.
Cure 1 save

Book 3 - Dreams of the Yellow King:
DISEASES
Addiction (minor, severe), Demon Fever, Ghoul Fever, Leng Ghoul Fever, Zombie Rot
DRUGS
Flayleaf (minor), Opium (severe)
POISONS
Black Adder Venom, Bokrug Poison, Burnt Othur Fumes, Drow Poison, Ettercap Poison, Giant Spider Poison, Leng Spider Poison, Maenad Poison, Oil of Taggit, Shadow Essence, Water Naga Poison

ADDICTION, MINOR (disease)
sources: flayleaf
Type disease, variable; Save see drug’s save DC
Track physical (special); Onset 1 day; Frequency 1/day
Effect Healthy—Weakened; weakened is an end state.
Cure 2 consecutive saves

ADDICTION, SEVERE (disease)
sources: opium
Type disease, variable; Save see drug’s save DC
Track physical and mental(special); Onset 1 day; Frequency 1/day
Effect Victim suffers all penalties from progressing on both the physical disease and mental disease tracks. Victim cannot rest to naturally improve state caused by the drug that caused this addiction.
Cure 3 consecutive saves

DEMON FEVER (disease)
sources: night hag in M1
Type disease, injury; Save Fort DC 20
Track physical; Frequency 1/day
Effect At the impaired state, penalties from the weakened state become permanent until victim receives heal or restoration.
Cure 2 consecutive saves

GHOUL FEVER (disease)
sources: all ghouls in K, ghasts in O1/random Underworld encounter (Fort DC +2)
Type disease, injury; Save Fort DC 13
Track physical (special); Frequency 1/day
Effect If humanoid victim reaches Bedridden state or -1 or fewer hp, Fort DC 13 or gain ghoul corruption. If humanoid victim dies while it has ghoul fever, but is raised from the dead before it rises as a ghoul, it gains ghoul corruption. A humanoid victim that dies of ghoul fever rises as a ghoul at the next midnight, as per normal. A humanoid of 4 HD or more rises as a ghast.
Cure 2 consecutive saves

LENG GHOUL FEVER (disease)
sources: Leng ghouls in K/P2/P6
Type disease, injury; Save Fort DC 22
Track physical (special); Onset immediate; Frequency 1/day
Effect If humanoid victim reaches Bedridden state or -1 or fewer hp, Fort DC 13 or gain ghoul corruption. If humanoid victim dies while it has ghoul fever, but is raised from the dead before it rises as a ghoul, it gains ghoul corruption. A humanoid victim that succumbs to Leng ghoul fever becomes a normal ghoul unless it had 12 or more Hit Dice, in which case it rises from death as a Leng ghoul.
Cure 2 consecutive saves

ZOMBIE ROT (disease)
sources: wamps in 03/random encounter
Type disease, injury; Save Fort DC 19
Track physical (special); Frequency 1/12 hours
Effect Recovering steps by resting takes the victim twice the normal time. Any creature that dies while infected with zombie rot rises as a plague zombie in 2d6 hours.
Cure 2 consecutive saves

FLAYLEAF (drug)
sources: common usage in M1
Type drug, inhaled or ingested; Save Fort DC 12; Addiction minor
Track Wisdom; Duration 1 hour
Onset immediate; Effect Fatigued for duration; provides a +2 alchemical bonus on saves against mind-affecting effects for the duration of the effect

OPIUM (drug)
sources: common usage in M1
Type drug, inhaled/ingested/injury; Save Fort DC 20; Addiction major
Track Constitution and Wisdom (special); Duration 1 hour
Onset immediate; Effect On the first failed save and every two failed saves thereafter, the victim advances on the Constitution poison track. On the second failed save, and every two failed saves thereafter, the victim advances on the Wisdom poison track.

BLACK ADDER VENOM (poison)
sources: poisonous performer in M1
Type poison, injury; Save Fortitude DC 11
Track Constitution (special); Frequency 1/round for 6 rounds
Effect Requires two failed saves to progress to each state past Weakened.
Cure 1 save

BOKRUG POISON (poison)
sources: Bokrug in L3
Type poison, injury; Save Fort DC 41
Track Wisdom (special); Frequency 1/round for 6 rounds
Effect Comatose is an end state; at the confused state, victim also becomes afflicted permanently by a random insanity.
Cure 3 consecutive saves

BURNT OTHUR FUMES (poison)
sources: burnt othur fumes trap in
Type poison, inhaled; Save Fort DC 18
Track Constitution; Frequency 1/round for 6 rounds
Effect At the impaired state, penalties from the weakened state become permanent until victim receives heal or restoration.
Cure 2 consecutive saves

DROW POISON (poison)
sources: poisonous performer in M1
Type poison, injury; Save Fortitude DC 13
Track Special; Frequency 1/minute for 2 minutes
Effect Healthy—Unconscious*—Unconscious**
Cure 1 save
*The first unconscious state lasts for only 1 minute, and then the victim returns to healthy automatically.
**The second unconscious state is not an end state.

ETTERCAP POISON (poison)
sources: nightmare ettercaps in I5
Type poison, injury; Save Fort DC 15
Track Dexterity; Frequency 1/round for 10 rounds
Cure 2 consecutive saves

GIANT SPIDER POISON (poison)
sources: giant spiders in I5
Type poison, injury; Save Fort DC 14
Track Strength; Frequency 1/round for 4 rounds
Cure 1 save

LENG SPIDER POISON (poison)
sources: Leng spider in H
Type poison, injury; Save Fort DC 25
Track Constitution (special); Frequency 1/round for 6 rounds
Effect Each time the victim’s state progresses, the victim suffers from confusion, as per the spell, for 1 round.
Cure 2 consecutive saves

MAENAD POISON (poison)
sources: maenads in P17
Type poison, injury; Save Fort DC 19
Track Constitution; Frequency 1/round for 6 rounds
Cure 2 consecutive saves

OIL OF TAGGIT (poison)
sources: poisonous performer in M1
Type poison, ingested; Save Fortitude DC 15
Track Special; Onset 1 minute; Frequency—
Effect Healthy—Unconscious*
Cure 1 save
*The unconscious state lasts for only 1d3 hours, and then the victim returns to healthy automatically. It is not an end state.

SHADOW ESSENCE (poison)
sources: lurkers in light in J2
Type poison, injury; Save Fort DC 17
Track Strength; Frequency 1/round for 6 rounds
Cure 1 save

WATER NAGA POISON (poison)
sources: water naga random encounter
Type poison, injury; Save Fort DC 19
Track Constitution; Frequency 1/round for 6 rounds
Effect Requires two failed saves to progress to each state past Weakened.
Cure 2 saves

Book 4 - The Whispers Out of Time:
DISEASES
Addiction (minor), Proto-Shoggoth Infection (infestation)
DRUGS
Pesh (minor)
POISONS
Atlach-Nacha Venom, Blue Whinnis, Cytillipede Poison, Doru Poison, Dorvae Poison, Hellwasp Poison, Medium Spider Venom, Purple Worm Poison, Terinav Root, Wasp Swarm Posion, Wyvern Poison

ADDICTION, MINOR (disease)
sources: flayleaf, muscaria
Type disease, variable; Save see drug’s save DC
Track physical (special); Onset 1 day; Frequency 1/day
Effect Healthy—Weakened; weakened is an end state.
Cure 2 consecutive saves

PROTO-SHOGGOTH INFECTION (disease, infestation*)
sources: proto-shoggoth in B11/B17
Type disease (infestation), injury; Save Fort DC 23
Track Physical (special); Frequency 1/day
Effect Application of negative energy can halt the infestation; each time a victim is reduced to negative hit points by such an effect, the victim can attempt a new Fort DC 23 save. On a success, the infestation ends immediately. Remove disease and similar spells can halt the infestation’s progress in the victim, but immunity to disease offer no protection.
Cure Special, see above
*An infestation is similar to a disease, but can only be cured through specific means; no matter how many saving throws the victim succeeds at, the infestation continues to affect the target.

PESH (drug)
sources: treasure in D15/D16
Type disease, ingested, inhaled; Save Fortitude DC 10; Addiction minor
Track Dexterity and Wisdom (special); Duration 1 hour and 1 day (see text)
Onset immediate; Effect Taking refined pesh gives a user 15 temporary hit points for 1 hour and a +2 morale bonus on saves versus fear effects for 1 day.
Cure 1 save

ATLACH-NACHA VENOM (poison)
sources: Atlach-Nacha in Bestiary
Type poison, injury; Save Fortitude DC 43
Track Strength (special); Frequency 1/round for 6 rounds
Effect On the first failed save, also becomes permanently paralyzed. Penalties from any state become permanent until the victim receives heal or restoration.
Cure 3 consecutive saves

BLUE WHINNIS (poison)
sources: derro rogues in A9
Type poison, injury; Save Fort DC 14
Track Consititution (special); Frequency 1/round for 2 rounds
Effect Healthy—Weakened—Unconscious; no end state
Cure 1 save; unconsciousness lasts 1d3 hours, then recovers to healthy

CYTILLIPEDE POISON (poison)
sources: cytillipedes in A8
Type poison, injury; Save Fort DC 20
Track Dexterity (special); Frequency 1/round for 6 rounds
Effect On every failed save, the victim is also dazed and affected by memory lapse, as per the spell.
Cure 1 save

DORU POISON (poison)
sources: summoned doru in C7
Type poison, injury; Save Fortitude DC 13
Track Wisdom; Frequency 1/round for 6 rounds
Effect Requires two saves to progress to each state past weakened.
Cure 2 consecutive saves

DORVAE POISON (poison)
sources: summoned dorvae in A10
Type poison, injury; Save Fort DC 20
Track Wisdom (special); Frequency 1/round for 12 rounds
Effect On the first failed save, the victim is subject to the dorvae’s lesser gaes no matter its Hit Dice for 24 hours.
Cure 3 saves

HELLWASP POISON (poison)
sources: hellwasp swarm in A11
Type poison, injury; Save Fort DC 20
Track Dexterity; Frequency 1/round for 6 rounds
Cure 2 consecutive saves

MEDIUM SPIDER VENOM (poison)
sources: derro rogues in A9
Type poison, injury; Save Fortitude DC 14
Track Strength; Frequency 1/round for 4 rounds
Cure 1 save

PURPLE WORM POISON (poison)
sources: poison needle trap in A10
Type poison, injury; Save Fortitude DC 24
Track Strength; Frequency 1/round for 6 rounds
Cure 2 saves

TERINAV ROOT (poison)
sources: derro alchemists in A8, derro in A9
Type poison, contact; Save Fortitude DC 16
Track Dexterity; Onset 1 minute; Frequency 1/minute for 6 minutes
Cure 1 save

WASP SWARM POISON (poison)
sources: insect plague spell in C7
Type poison, injury; Save Fortitude DC 13
Track Dexterity; Frequency 1/round for 4 rounds
Effect Requires two saves to progress to each state past weakened.
Cure 1 save

WYVERN POISON (poison)
sources: treasure in A3
Type poison, injury; Save Fortitude DC 17
Track Constitution; Frequency 1/round for 6 rounds
Cure 2 saves

Book 5 - What Grows Within:
DISEASES
Ash Leprosy, Dread Decay, Druj Nasu Corruption, Filth Fever, Leng Ghoul Fever, Seedborne Consumption (infestation), Seeded Infestation (infestation)
POISONS
Colossal Centipede Poison, Colossal Scorpion Poison, Dorvae Poison, Gargantuan Scorpion Poison, Ghawwas Poison, Girtablilu Poison, Large Scorpion Poison, Lunar Naga Poison, Pakalchi Poison, Seps Poison

ASH LEPROSY (disease)
sources: all ash giants in events 2/4/5/6
Type disease, injury; Save Fortitude DC 23
Track physical (special); Frequency 1/day
Effect Healthy—Latent/Carrier—Sluggish—Stiffened; sluggish and stiffened are as Dexterity poison, stiffened is an end state. For every state the victim progresses on the aforementioned track, they also progress on the Charisma track. Penalties from any state on the Charisma track become permanent until the victim receives heal, restoration, or regeneration.
Cure 2 consecutive saves

DREAD DECAY (disease)
sources: Xhamen-Dor
Type disease, injury; Save Fortitude DC 41
Track physcial (special); Frequency 1 round
Effect Healthy—Weakened—Impaired—Disabled—Comatose; comatose is an end state. On a failed save, progress 1d4 states on the physical track and 1d4 states on the Constitution poison track. On a successful save, progress one state on each of the two tracks. A victim that falls comatose is immediately subject to Xhamen-Dor’s infected dreams ability. A victim that dies from the disease is immediately absorbed into Xhamen-Dor’s mass. Such a creature cannot be restored to life except via wish or miracle. Even if brought back to life in this manner, the victim is still subject to Xhamen-Dor’s infected dreams.
Cure 1 save (special)

DRUJ NASU CORRUPTION (disease)
sources: druj nasu in B5
Type disease, injury; Save Fortitude DC 20
Track physical (speical); Frequency 1/day
Effect At the weakened state, also become shaken.
Cure 2 consecutive saves

FILTH FEVER (disease)
sources: Hoshbagh random encounter (Fort DC 15), the contortion well in A5,
Type disease, injury; Save Fort DC 12
Track physical; Frequency 1/day
Cure 2 consecutive saves

LENG GHOUL FEVER (disease)
sources: Leng ghouls in D4, Leng ghouls random encounter
Type disease, injury; Save Fort DC 22
Track physical (special); Onset immediate; Frequency 1/day
Effect If humanoid victim reaches Bedridden state or -1 or fewer hp, Fort DC 13 or gain ghoul corruption. If humanoid victim dies while it has ghoul fever, but is raised from the dead before it rises as a ghoul, it gains ghoul corruption. A humanoid victim that succumbs to Leng ghoul fever becomes a normal ghoul unless it had 12 or more Hit Dice, in which case it rises from death as a Leng ghoul.
Cure 2 consecutive saves

SEEDBORNE CONSUMPTION (disease, infestation*)
sources: dreaming in Neruzavin, fungal growths in Neruzavin, seeded lamia event encounter, seeded prophet event encounter, seeded skulker event encounter, seeded quelea swarm event encounter, seeded ones random encounter, all seeded hirelings in A2/A10, seedborne transformation haunt in A4, Speaker for the Deep in B4 (Fort DC 24), Kaklatath the Seeded in D4
Type disease (infestation), injury; Save Fortitude DC 20
Track mental (special); Frequency 1/month
Effect Weakened and impaired are as Charisma poison. At the weakened state and beyond, penalties from progressing on the Charisma track become permanent until the victim receives heal or restoration. Upon reaching deranged state, also become permanently nauseated. Within 24 hours after reaching deranged state, victim dies and rises as a seeded creature.
Cure 3 consecutive saves
*An infestation is similar to a disease, but can only be cured through specific means; no matter how many saving throws the victim succeeds at, the infestation continues to affect the target.

SEEDED INFESTATION (disease, infestation*)
sources: Xhamen-Dor’s infected dreams or dread decay
Type disease (infestation), special; Save Fortitude DC 41
Track Constitution; Frequency 1/day
Effect This infestation can only be cured by magic. A victim that dies from or while afflicted by this infestation rises in 1d4 rounds as a seeded creature.
Cure —
*An infestation is similar to a disease, but can only be cured through specific means; no matter how many saving throws the victim succeeds at, the infestation continues to affect the target.

COLOSSAL CENTIPEDE POISON (poison)
sources: titan centipede in event 6
Type poison, injury; Save Fortitude DC 24
Track Dexterity; Frequency 1/round for 6 rounds
Cure 2 consecutive saves

COLOSSAL SCORPION POISON (poison)
sources: Old Obsidian in event 5 (cure 2 saves)
Type poison, injury; Save Fortitude DC 25 (typically 27)
Track Strength, Dexterity, and Wisdom (special); Frequency 1/round for 6 rounds
Cure 3 saves

DORVAE POISON (poison)
sources: summoned dorvae in A10
Type poison, injury; Save Fort DC 20
Track Wisdom (special); Frequency 1/round for 12 rounds
Effect On the first failed save, the victim is subject to the dorvae’s lesser gaes no matter its Hit Dice for 24 hours.
Cure 3 saves

GARGANTUAN SCORPION POISON (poison)
sources: emperor scorpion in event 2
Type poison, injury; Save Fortitude DC 22
Track Strength and Dexterity (special); Frequency 1/round for 6 rounds
Cure 1 save

GHAWWAS POISON (poison)
sources: ghawwas in B5
Type poison, injury; Save Fortitude DC 23
Track Strength; Frequency 1/round for 6 rounds
Cure 2 consecutive saves

GIRTABLILU POISON (poison)
sources: girtablilu rangers in event 3
Type poison, injury; Save Fortitude DC 20
Track Dexterity; Frequency 1/round for 6 rounds
Cure 2 consecutive saves

LARGE SCORPION POISON (poison)
sources: summoned giant scorpions in event 3
Type poison, injury; Save Fortitude DC 17
Track Strength; Frequency 1/round for 6 rounds
Cure 1 save

LUNAR NAGA POISON (poison)
sources: star-sworn nagas in C3
Type poison, injury; Save Fortitude DC 21 (typically 18)
Track Constitution (special); Frequency 1/round for 6 rounds
Effect For every two states the victim progresses on the Constitution track, she also progresses one state on the Wisdom track. The two tracks heal separately.
Cure 1 save

PAKALCHI POISON (poison)
sources: summoned pakalchi sahkil random encounter
Type poison, injury; Save Fortitude DC 22
Track Wisdom; Frequency 1/round for 6 rounds
Effect At weakened state and beyond, victim can’t treat any other creature as an ally or be a willing target for a spell or effect. This is an emotion effect.
Cure 2 consecutive saves

SEPS POISON (poison)
sources: sepses random encounter
Type poison, injury; Save Fortitude DC 22
Track Constitution; Frequency 1/round for 10 rounds
Effect On every failed save, the victim also takes 1d8 acid damage.
Cure 2 consecutive saves

NOTE: The contagion spell cast by Carsathi in A10 can reproduce any of the following diseases, all found in Pathfinder Unchained: blinding sickness, bubonic plague, cackle fever, leprosy, mindfire, red ache, shakes, or slimy doom. There is no need to unnecessarily repeat these 8 diseases in this guide.

Book 6 - Black Stars Beckon:
DISEASES
Addiction (severe), Dread Decay, Filth Fever, Wendigo Fever
DRUGS
Bloodfruit
POISONS
Fungal Spores, Insanity Mist, Larvae Poison, Leng Ghoul Fever, Nightcrawler Poison, Poisonous Blood, Spider Swarm Poison, Wasp Swarm Poison

ADDICTION, SEVERE (disease)
sources: bloodfruit
Type disease, variable; Save see drug’s save DC
Track physical and mental(special); Onset 1 day; Frequency 1/day
Effect Victim suffers all penalties from progressing on both the physical disease and mental disease tracks. Victim cannot rest to naturally improve state caused by the drug that caused this addiction.
Cure 3 consecutive saves

DREAD DECAY (disease)
sources: The Star Seed in M4
Type disease, injury; Save Fortitude DC 29
Track physcial (special); Frequency 1 round
Effect Healthy—Weakened—Impaired—Disabled—Comatose; comatose is an end state. On a failed save, progress 1d4 states on the physical track and 1d4 states on the Constitution poison track. On a successful save, progress one state on each of the two tracks. A victim that dies from the disease is immediately absorbed into the Star Seed’s mass. Such a creature cannot be restored to life except via wish or miracle. As the Star Seed is not completely Xhamen-Dor, this version of dread decay does not follow the rules for Xhamen-Dor’s infected dreams.
Cure 1 save (special)

FILTH FEVER (disease)
sources: Yonah’s summon swarm (rat swarm) in M2/M4
Type disease, injury; Save Fort DC 12
Track physical; Frequency 1/day
Cure 2 consecutive saves

WENDIGO FEVER (disease)
sources: wendigo in D
Type disease, injury; Save Fortitude DC 17
Track physical (special); Frequency 1/day
Effect At the impaired state, victim also suffers from the confused state as Wisdom poison. Instead of progressing to the bedridden state, victim ignores the effects of the disabled state and instead becomes unreasonable and insane, desiring nothing else but running off into the wilderness.
Cure break enchantment or remove curse (DC 20) before healing

BLOODFRUIT (drug)
sources: Kudimmu in C
Type disease, ingested; Save Fortitude DC 25; Addiction severe
Track Constitution; Duration 1 hour
Onset immediate; Effect +2 alchemical bonus on saving throws against necromancy effects, fester as per the spell (CL 24th)

FUNGAL SPORES (poison)
sources: night willow in A7
Type poison, inhaled; Save Fort DC 15
Track Constitution and fatigued for 1 minute; Frequency 1/round for 6 rounds
Cure 2 saves

INSANITY MIST (poison)
sources: Lake Hali’s nighttime mists
Type poison, inhaled; Save Fortitude DC 15
Track Wisdom; Frequency 1/round for 6 rounds
Cure 1 save

LARVAE POISON (poison)
sources: larvae of the Outer Gods in E/random encounter/failed Untether the Dark Connection ritual/Queen Cassilda’s death
Type poison, injury; Save Fortitude DC 25
Track Dexterity and Wisdom (special); Frequency 1/round for 6 rounds
Cure 2 consecutive saves

LENG GHOUL FEVER (disease)
sources: civilized ghouls in H/J1, Leng ghoul gendarmes in I/J2 (Fort DC 23), Armel in J2 (Fort DC 25), Leng ghouls random encounter
Type disease, injury; Save Fort DC 22
Track physical (special); Onset immediate; Frequency 1/day
Effect If humanoid victim reaches Bedridden state or -1 or fewer hp, Fort DC 13 or gain ghoul corruption. If humanoid victim dies while it has ghoul fever, but is raised from the dead before it rises as a ghoul, it gains ghoul corruption. A humanoid victim that succumbs to Leng ghoul fever becomes a normal ghoul unless it had 12 or more Hit Dice, in which case it rises from death as a Leng ghoul.
Cure 2 consecutive saves

NIGHTCRAWLER POISON (poison)
sources: nightcrawler random encounter
Type poison, injury; Save Fortitude DC 28
Track Constitution (special); Frequency 1/round for 6 rounds
Effect For every state the victim progresses on the Constitution track, he also gains one negative level.
Cure 3 consecutive saves

POISONOUS BLOOD (poison)
sources: biting/ingesting night willow in A7
Type: poison, ingested; Save Fort DC 15
Track Strength and Dexterity (special); Frequency 1/minute for 6 minutes
Effect Requires two failed saves to progress to each state past sluggish/weakened; victim suffers all penalties from progressing on both the strength and dexterity poison tracks for Weakened and Sluggish states
Cure 2 saves

SPIDER SWARM POISON (poison)
sources: Ariadnah’s vomit swarm (spider swarm) in M4
Type poison, injury; Save Fort DC 11
Track Strength; Frequency 1/round for 2 rounds
Cure 1 save

WASP SWARM POISON (poison)
sources: Aridnah’s vomit swarm (wasp swarm) in M4
Type poison, injury; Save Fortitude DC 13
Track Dexterity; Frequency 1/round for 4 rounds
Effect Requires two saves to progress to each state past weakened.
Cure 1 save

NOTE: The immortal ichor random encounter can produce various summoned swarms, which can produce the following diseases and poisons: filth fever (rat swarm via summon swarm), spider swarm poison (spider swarm via summon swarm), centipede swarm poison (centipede swarm via creeping doom), and wasp swarm poison (wasp swarm via insect plague). There is no need to unnecessarily repeat these 4 poisons in this guide.

NOTE: The taniniver random encounter can produce a number of diseases through its breath weapon and natural attacks, all of which can be found in Pathfinder Unchained: mummy rot, blinding sickness, bubonic plague, cackle fever, leprosy, mindfire, and shakes. There is no need to unnecessarily repeat these 7 diseases in this guide.

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I've been working on a handful of props for various parts of my game and wanted to start sharing with the fine folks here.
In the treasure found after defeating the Bag Lady, the party finds a Harrow deck on the table with a unique card in it, The Foreign Trader, depicted as a Denizen of Leng.

The Foreign Trader

I've always been a big fan of Kyle Hunter's work and wanted to mimic his style when crafting the card. Hope one of you finds some use for it! I'll be back with more in the future.

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gustavo iglesias wrote:
Are there windows in the assylum? Looking at the map, it seems only c4 and d6 have windows. If not, how is it lightened?

The map itself and the asylum features on page 6 are a bit confusing, honestly. I believe only the rooms that specifically mention having windows would have them. Briarstone may have just been a dimly lit place in some areas.

However, here are where windows are specifically mentioned in the asylum's text:

B5 Chapel - "the Briarstone chapel is consecrated to Pharasma, as suggested by a prominent statue of the goddess standing before the sanctuary’s westernmost wall and depicted on the spiral stained glass windows", "all barred"
C1 Admission - "lofty windows, gridded by bars"
C4 Vistior's Room - "large windows"
C14 Administrator Losandro's Office - "cathedral-like windows"
D2c Patient Room - "the window is broken"
D4 East Ward Hallway - "high windows"
D6 Dayroom - "vast glass windows", "bay windows to the east", "windowlike serving hatch (to room D10)"
D10 Nurse Station - (references the same serving hatch window to D6)
E10 Tower Room - "tall windows"
E11 Tower Heights - "broken windows"
F Ruined Halls (presumedly F1-F3) - "shattered windows"

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darrenan wrote:
What are the symbols on the foreheads of the Apostles in Orpiment and Zandalus supposed to be? A couple spots in the book (B13, F3) describe them as "flame-shaped", and the close-up portrait of Zandalus on p.5 seems to agree with that. I was wondering if Zandalus just plucked that symbol out of thin air, or does it have some deeper significance?

I believe it's meant to be an interpretation of the Yellow Sign or Elder Sign, without shoving it right in the player's faces. (The cult wears yellow and all bear a yellow icon on their foreheads.) I had a player specifically ask what shape it was in, the first time it was mentioned, so I made sure play it off as "perhaps inspired by, but definitely NOT whatever this 'Yellow Sign' is you're referring to".

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Hogwarts School for Palanquins and Pachyderms? Sign me up!

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Just throwing this into the mix for the sake of, I don't know, published Paizo material contradicting the RAW, but there's an arcane bonded item +1 mithral quarterstaff in the Council of Thieves AP. I don't understand why a quarterstaff can't be made of whatever you want to be made out of. Seems like a silly contradiction to every other materials rule.

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Oh, lordy, it's a Countdown Clock. I'm in love!
The portents are right and the planets are aligned!

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You having human troubles?
Horses in swamp lands?
Wild dog beasts eating family?
Call Law Offices of Bisbee and Smuz today.
We fight. We fight you. We fight FOR you.
CALL NOW

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FULL REPORT
GMed this last night on subtier 5-6, Hard Mode, scaled down for four players, one of which was a GM PC (Oloch). We had similar fun throughout the scenario. The puzzle, now that the numbers are corrected, offered a lot of satisfaction to the players so intent on not getting blown to smithereens.

On a side-note, if you really want to completely destabilize the allip's babble ability, Oloch the warpriest has silence. He cast that on his greatsword before the allips could begin babbling, meaning the entire babble effect was completely out of the question for the entire combat. The two sorcerers in the party griped, but pulled back and started spamming magic missiles. Not having to worry about the babbling rolls and durations made the combat much easier (but still challenging, given the increased Wisdom damage in Hard Mode).

Plopping that shemhazian demon miniature onto the table was pure joy. I've plunked down glabrezus and good dragons before, but nothing quite like the threat of a CR 16 murder machine to brighten your GMing duties!

By the end of everything, Oloch was the only character that died, the other 3 player PCs surviving (and the paladin by the skin of her teeth) to activate the weapon with a fully-charged 40 POINT blast. Oloch got tagged with an abrikandilu claw to take him to 0 hp, then took a power attacked critical hit claw to take him to -36. Dead as a doornail. I'm sure the Society will bring him back. (sensible chuckle)

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"Squeak squeaker squeak squeakum."
-translated from the original squirreltongue

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Ran a helluva game tonight with this one! Seven players on modified high-tier and only one level 1 rogue (the rest were casters or fighters). The group spent a meticulous amount of time sizing up the chain room trap and managed to get all four targets extracted without setting it off! Clever application of a wand of grease really helped out there. (+10 to Escape Artist checks!) The chase was great running it with a loose, cinematic feel and the players pulled off a sizable lead throughout the whole thing. Taking down the interrogator was too easy for party, even at high tier, but they rolled well and earned the win. Very fun and a wonderful early birthday present to myself to run this one for a big group that really pulled it all off!

Dark Archive 2/5 *

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Rysky wrote:
David knott 242 wrote:
Rysky wrote:
Um, you, you kinda need "competition" in order to have sex. Otherwise it's just masturbation.

If it's a competition, then how do you determine a winner and a loser? Usually you both "win".

Endurance competition.

Sleight of Hands checks and a couple Fortitude saves.

It's not about who rolls highest, but how many times you roll high.

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Yeah, I'm going to need a Tup miniature now. I don't need any more goblins, but I do need a Tup.

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Fitting the mount through doors. Lots of doors in this AP. I keep trying to impress this upon my hunter player with the elk. Large quadrupeds with antlers can't fit through normal doors.

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Not that I don't love my oversized Large figures (and my accidental mob of Gugs), but it's a bit off-putting when the Larges keep getting larger, to the point they're basically just Huge figures. I'm on the fence. I like the Baphomet posted quite a bit, but it looks like it's going to be as big as the Karzoug Statue from RotR. Now compare that to the "Large" figures like the RotR Yeti or the first Troll from H&M. I don't know. I just don't think it's fair to class them in the same group.

But I also get that this is an evolving product. Maybe the Troll was a bit on the small side. Maybe the Troll Champion was a bit too tall. The product evolves, problems are identified and sometimes they're learned from in future releases. I guess all I'm getting at is that it's pretty tall for a Large figure. I'm sure I won't be complaining once I have it in hand later this year.

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I'll be honest, I'm willing to start a Reign of Winter Campaign FOR THE SOLE PURPOSE of reaching this Adventure Path. I'll have to wait for our current game to end before picking it up, but maybe by then our Paizo Overlords will have released some awesome Reign of Winter Battles figures? (nudge nudge nudge)