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!)
I’ve found a considerable problem in the text of one of the Pathfinder Society scenarios.
** spoiler omitted **
In that scenario, one of the foes has silence (not the heightened variety) as a tactic in combat against the foes. A big typo given the change to that spell in 2e.
I am running this tonight and found this thread because of that problem. I'm going to tag one of the minions with the heightened version of the spell and have it carry the radius to whichever spellcaster is the primary threat (of which there will probably be only one in this group). I don't think it's a huge stretch to allow the boss to do this, given that it's what was intended in the first place. It's either that or ad hoc a Offensive Feature that allows the boss to use silence as an offensive spell at range, which seems what the writer intended.
One you missed: Basidirond spores from the guardian plant in the carriage house of Iris Hill in The Thrushmoor Terror.
Much appreciated, Revan! I've decided to treat the spores like a terrifying hybrid of psilocybin, to pair with the basidirond's cloud of hallucinogens, and the roots from 2008's 'The Ruins', as stated in the poison's original description of "..spores take root in his flesh, and particularly in his lungs".
BASIDIROND SPORES (poison)
sources: basidirond in book 2-E13
Type poison, inhaled; Save Fort DC 16
Track Constitution; Frequency 1/round for 6 rounds
Effect For every two states the victim progresses on the Constitution track, they also progress one state on the Wisdom track. The two tracks heal separately.
Cure 1 save
Shouldn't be too difficult to beat with only 1 save needed to cure, but imagine the terror of succumbing happily to this one and the other invisible cloud of spores at the same time. Speaking of which, I noticed that the basidirond's hallucination cloud extraordinary ability isn't technically a poison effect, so I've decided not to convert it. RAW, you don't have to inhale it or technically even breath at all, you just have to be in the radius. Yet, for some reason, wind disperses it, like an inhaled gas or poison. Oh well. Another time.
Really looking forward to this but I'm also slightly worried about the eventuality of using multiple tile sets for Society play.
"This map utilizes a base of the Classic Dungeon flip-mat with tiles 3-8 from the Dungeon Starter Set and tiles 4, 8, and 13 from the Dungeon Perils set."
.. Actually, I take that back, that sounds really cool.
Hey Timitius!
Is the artist deadline the same as the writer deadline?
I'm open for accompanying art, if anything is still available.
Have fun, everyone! The last one was the best yet!
Books 1, 2, 3: no encounters.
Book 4: only encountered in a dream.
Book 5: Maximum required = 1 or 3. Kaklatath the Seeded, although the corpses of many other yithians can be found nearby in the stasis chambers. There are three graven guardians as well, which are carved into the shape of idealized yithians.
Book 6: no encounters.
So, really, you'd need 3, if only to represent the graven guardians, but only 1 is ever actually encountered in its "true form".
There is usually 1 or 2 that are on the large side with the other terrain being medium sized, would that be the Grave Monument and Totem?
As per the blog post, the Larges are the Grave Monument, Rectangular Table, and Well.
The Totem looks like is will be a suitable stand-in markers for the Star Stelae, if they're big enough. Solid looking set, Paizo! I'm digging it, even though I don't plan on running Crimson Throne anytime soon, and will likely utilize one of the Red Mantis immediately for a PFS character.
Given the level of destruction to the facility itself, I think this is the end of Briarstone, at least until significant repairs can be made to the entire building. It is beyond being able to safely support and care for people at the given time. This is also NOT taking into account the events of the rest of the Adventure Path; I'm talking only what the characters would know by the end of Book 1. Brairstone's staff and administration are mostly all dead or monsters (or dead monsters) and many of the patients dead. Remember that most of the second floor collapsed in the tremors, cutting off or killing the patients there.
I'd imagine a very sort of real world scenario plays out here: the patients that are more hearty and stable-minded simply matriculate back into whatever society they can (Thrushmoor, most likely), wander to the four corners "in search of sanity", or, for the more unstable or dangerous patients, would either be sent to one of the other facilities across Ustalav or a neighboring country or merely be arrested/held for safekeeping. The Apostles, most of whom were functioning under a mob mentality, return to relative normalcy. Releasing ALL of the patients would be destructive to the neighboring towns, but, as most of them were there voluntarily, there's not much that could be done to stop the peaceful ones from doing as they please.
I can see why the jump to a 20 can be so scary, but this is one of the ones that comes right out of Unchained on page 141, so I opted not to mess with things when they were completed either in the book or converted by the good Mr. Seifter. Expedition, more than anything. It's true that this disease seems to have gone to a completely different route than previously written, though. What was Charisma damage is now severe Dexterity impairment.
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!
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
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
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
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
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.
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.
Looking to begin playing in any Paizo AP, preferably Strange Aeons, Iron Gods, Reign of Winter, or Hell's Rebels. I've got too much on my plate right now to run another game, but would like to play if possible. I'm willing to pick up on a game in progress to fill a party role as well. Thanks, GMs!
That is a better answer than I could possibly have hoped for. Thank you very much! This whole thing is sure to make her first campaign very memorable over the year (or likely more). The only thing I'm changing is swapping the short sword to a composite shortbow, to fit with the Archery combat style she has selected.
This seems like the place to discuss it, but I need to devise a mondo cool destiny for Red Destiny. Why? Well, one of my players, a first timer who I know hasn't glanced at the book before, has named her gritty ranger character "Red". Red (assuming he lives long enough), will find Red Destiny. It is literally Red's destiny to find Red Destiny.
I'm considering leveled progression so it can build with her character. You don't think it's too gauche to reskin the sword to something less obvious or should I see it as fate and give Red his sword back?
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.
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.
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"
Except that it looks nothing at all like the Yellow Sign (at least in the picture of Zandalus I mentioned), which is why I asked.
Perhaps its a symbol of a yellow crown, similar to some imagery of the King in Yellow. Ulver is described as being powerfully clairvoyant, in his ability to illustrate both the Star Stela and distant Carcosa, so it's feasible that he may have glimpsed the King in Yellow directly or any of his symbolism at any point after his initial exposure in Katheer. The symbol, a curved, four-pointed "flame" (as depicted in his character illustration) could even be symbolic of his nightmarish tormentor, the Tatterman, and its sickly claw.
I think it may be as simple as artistic licensing of the artist, like how the Yellow Sign didn't have a defined glyph until designed for Call of Cthulhu. I don't really think it has any deeper significance, unfortunately, but now I'm in too deep to ignore it.
Perhaps that Chambers never fully described the specifics of the Yellow Sign's shape has spared the PCs from witnessing it firsthand.
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".
Any good suggestions on raising the APL for encounters through the adventure for a party of 6 players? Has anyone else had to adjust +1 APL here yet as well? I want things to remain a challenge, but I don't want it to be overkill or just haphazardly apply the advanced template to nearly everything. I noticed that several encounters are solo monsters, so maybe throwing in extra weakened versions of ghouls or doppelgangers may do the job. Any suggestions?
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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Did Oloch remember that Silence has a 1 round casting time?
Cast it before the paladin opened the door. Incoherent muttering and rambling was detected by the PCs from the other side of the door and, paired with the discovered journal Ghalcor left behind, they were able to put two and two together beforehand.
I feel like I may have let the players off a little easy with this, but it's too late for that. More of a mark of note for future runs for other GMs.
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)
Ah, the dreaded L-bend clear post. As much as I like the Ray, I foresee this breaking just as often as my Mothman. Maybe the size of the post between a Medium and Large sized figure will make all the difference.
B1. Grand Foyer, Treasure: Among other things, a +1 cold iron rapier in Subtier 7-8; +1 keen cold iron rapier in Subtier 10-11.
Later, in B4. Smoking Room, Treasure: +1 cold iron rapier in Subtier 7-8; +1 keen cold iron rapier in Subtier 10-11.
Were there meant to be two identical treasures like this?
What would you replace one with? I'm thinking flaming instead of keen gives the team an advantage in the final battle, so I may play that by ear, if I think the party needs it.
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!
If a player finishes part 3, having not played parts 1 and 2 before that, but later plays parts 1 and 2, do they then retroactively qualify for the Delvehaven Star boon?
Well, this is disappointing news. The moment I saw the Lust Phantom, I sat down and built a new PFS character-in-waiting, for after the material in the book got greenlit. Shame she'll probably never see the light of day. Oh well.
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.
The Council of Thieves AP introduced the torble as a familiar option, I believe, in the first chapter's bestiary. A jellybean slug-looking thing. Might be worth looking at.
EDIT: My bad. Torbles are actually vermin that kinda look like oozes.
Thanks, Kelandis! I was just trying to stat up a manticore model eidolon and stumbled upon this. The build I had before this was 20 points, but this Evolution fixes a lot of problems. Using the Spine Shot evolution, I came up with the following build:
I'd like to say that I'm disappointed with the Battles numbers going down and the Builders sets being (eventually) phased out, but I know I'm still be buying them in the future, so whatever. I'm still loyal to the great Paizo cause.
I admit, the animal selection is a nice change of pace, but I simply hope that we get a nice, three-dimensional Raven Swarm mixed into here too. That or a Witchcrow, although I suppose the Falcon could double as one, if we don't see one.
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.