Kthulhu |
Howdy folks. If you haven't figured out from my username, I'm a huge H. P. Lovecraft fan. I'm loving that Golarion seems to have quite a few Mythos elements in it. So I'm here to ask for recommendations on which modules and/or Adventure Paths show the most Mythos influence? I have Carrion Hill already. Thanks in advance.
Turin the Mad |
Howdy folks. If you haven't figured out from my username, I'm a huge H. P. Lovecraft fan. I'm loving that Golarion seems to have quite a few Mythos elements in it. So I'm here to ask for recommendations on which modules and/or Adventure Paths show the most Mythos influence? I have Carrion Hill already. Thanks in advance.
You should look at the entire first AP "Rise of the Runelords", as the Mythos influences there are notable.
*cough*HoundsofTindalos*cough*DenizensofLeng*cough*
Vigil RPG Superstar 2011 Top 16 |
Let's see.
Appearance of Mythos creatures in the AP line:
Mythos creatures in the module line:
Vigil RPG Superstar 2011 Top 16 |
Rezdave |
I'm asking which adventures really have a Mythos flavor
Try any of the following adventures from Dungeon Magazine:
043 - Jacob's Well - A storm has you stuck in the remote, fortified trading post of Jacob's Well. But something is trapped with you, and it's hunting.
069 - Slave Vats of the Yuan-ti - Follow a band of highway men to their retreat in a ruined mansion, and uncover a Yuan-ti plot to breed an army of enlarged clones.
080 - Sarfion's Collection - A "Society of Mages" hides a secret gate to a dark realm, and the headmaster offers the brains of out-of-town members to his extra-planar guests.
081 - Door to Darkness, The - The former "Town Hero" is bitter that a bunch dragon-slayers have usurped his position. An illusionist, he plans to "haunt" their new tavern while they are away and then "save the day" to regain his status. Unfortunately, his spells unleash the dark terrors which destroyed an ancient elven city buried beneath the inn.
082 - Evil Unearthed - An evil priest masquerades in a small village as the replacement for the old cleric who recently died. Using slaves and undead, he secretly tunnels into catacombs beneath an ancient battlefield, hoping to awaken a slumbering evil.
083 - Deep Freeze - In deep winter, local traders are lost on a journey to an asylum in the mountains. Follow their trail as it leads to mysteries at the asylum, strange monsters and an ancient city of a lost civilization buried in the ice.
085 - Lord of the Scarlet Tide - A "Scarlet Tide" has overflowed from the wells of Narwell, infecting the citizens of the town with Scarlet Rust and turning them into zombie servants of the Scarlet Lord. Journey into the Underdark beneath the wells to a ruined kou-toa city and recover an artifact to imprison the Scarlet Lord before he rises completely.
087 - Cradle of Madness, The - A merchant's daughter has been kidnapped by a dark cult ... or so her father believes. Rescue the girl and learn the secret of the coming Dark Emissary of the god of Madness.
094 - Bloodlines - The Royal Seal is found in a hidden dungeon of a ruined keep belonging to the family of a minor nobleman. He hopes it will prove a connection between his family and the Royal Clan, but everyone he sends to investigates disappears. Eliminate the undead stalking the dungeons and uncover the tale of the hidden prince, dark sorcery and savage murders which took place there centuries before.
095 - Porphyry House Horror - In the pirate city Scuttlecove, a secret cult of yuan-ti worshiping Demogorgon established a fancy brothel using polymorphed monsters to create perfect partners, destroying all of the competition. With their monopolistic control, they plan an orgy for "special clients" that is really a planned sacrifice and opportunity to introduce a drug which will turn the residents of the city into half-fiends.
098 - Gluttony - "Vampires" wander the hills and moors surrounding a small farming community, sucking the lifeblood from animals and people alike. The real culprits aren't undead, however, and they have an arrangement with a death cultist priest.
099 - Quadripartite - An ancient Chaos Beast ravages the countryside, and heroes must reassemble an artifact "primal anchor" created by the gods to sever its connection to the Far Realms, thereby weakening it enough to be slain by mortals.
109 - Secrets of the Soul Pillars - Shackled City Adventure Path: The Temple of Wee Jas tries to eliminate the PCs, who then follow clues to the "Soul Pillars", half-living half-undead "libraries" of arcane and foul knowledge from a lost civilization being plumbed by the Cagewrights.
117 - Touch of the Abyss - Campaign Arc: Istivin, City of Shadows: As the city above goes mad, infiltrate the "Deeper Dungeons" beneath Krelont Keep and discover that the Marchioness has imprisoned her mad husband, lest the city learn of his condition and crumble. But the Marquis has been chosen by the dark Malgoth to serve as its Voice, and will not let him go.
119 - Wrath of the Abyss - Istivin, City of Shadows Campaign Arc: Invade a drow stronghold and rescue a dying frost giant to learn the secret of the Malgoth. Return to Istivin and defeat first the giant-king phylactery of the demon-prince and then the bitter spirit of the Abyssal entity itself.
127 - Hive, The - Dwarves in the Iron Hills are going missing as an obsessed wizard turns captives into insectoid half-breeds.
129 - Twisted Run, The - A Chosen of Malar gathers a force of "blacktooth" lycanthropes, insane and poison-infected were-creatures capable of almost instantaneously passing along their affliction, and overtaken a dwarven outpost. Destroy the pack before their attacks spread to more populated regions and unleash an epidemic of lycanthropy.
130 - Spire of Long Shadows, The - Age of Worms pt. 7 Journey into the southern jungles on the trail of a missing mage and into the ancient city where Kyuss sought to achieve divinity. Defeat the remaining minions in his temple and learn more of his rise to power.
132 - Caverns of the Ooze Lord - A cult of Juiblex the Slime Lord has arisen in a thorpe and begun transforming the residents into slime-people.
134 - And Madness Followed - A famed bard's mind has been twisted by research into the Far Realm. Her newest play is in fact a ritual that will open a gate to the alien dimension and summon through the "King in Yellow" by sacrificing her audience. Track her previous failures to maintain the gate from a small village to a town to a city, slaying the villagers she has transformed into monstrosities and prevent her from creating a permanent gate.
136 - Gates of Oblivion - Lacc, the city of monoliths, on the Plain of Shadow is expanding to consume world after world. Destroy the three Gates that power it and slay the lich who heads a nihilistic oblivion cult to end the threat to your world and free others overtaken thus far.
145 - City of Broken Idols - Savage Tide Adventure Path: Journey to the ruins of Thanaclan, capital city of the lost Olman culture on the island. Defeat an aspect of Demogorgon and put an end to the means of shadow pearl production for once and for all.
145 - Vile Addiction - Seeds of Sehan Story Arc: A new drug called Green Welcome has hit the streets of a remote city. Overdoses turn people into plant-monsters. Stop the drug dealers.
146 - Escape from Meenlock Prison - A visit to a winery chateau turned contract-prison turns from a simple prisoner release to a nightmare. Meenlocks have breached the cell block and begun transforming prisoners and guards alike, while escapees have gained control and masquerade as the warden and staff until they can ambush visiting wine merchants and make off with their cash. Unless the party sees through the con men's ruse, they will find themselves trapped in the cell block as well.
146 - Spawn of Sehan - Seeds of Sehan Story Arc: Follow the recently transformed Children of Sehan to a cavern where a Far Realms being generates the ooze used to make Green Welcome.
147 - Dread Pagoda of the Inscrutable Ones - Seeds of Sehan Story Arc: Infiltrate the Pagoda of the Yak-Folk to learn their connection to Sehan and Green Welcome, then foil their plans to invade and enslave the region.
148 - Automatic Hound, The - After an adventurer returns home with the body of his dead companion, the village finds itself stalked by a nocturnal horror. Little do they know that the pair of adventurers inadvertently initiated a ritual of human sacrifice as an ancient shrine, and now a spirit of that shrine simply seeks to return the corpse of the dead adventurer (whose death triggered the ritual) to the altar to complete it. Unfortunately, the spirit cannot enter the consecrated church where the body is held, and so stalks the village.
HTH,
Rez