Dreams of the Yellow King (GM Reference)


Strange Aeons

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What is supposed to happen with the bloodwind?

It has Ego, but you can overcome Ego. And can travel to real world, and it is worth 126.000

Dors it ignore Ego rules and just freely travel back to moon beasts? Are the PC supposed to destroy it?

Sovereign Court

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I'm very close to the end of The Thrushmoor Terror and my player has let me know that, once things are wrapped up in Thrushmoor, he plans on travelling to Caliphas to purchase the services of a high-level spellcaster to Teleport or Wind Walk to Cassomir, with the intention of ambushing Lowls once he gets there.

My first reaction was panic ("He's going to bypass a huge chunk of the third adventure!"), but then I decided that, if he indeed goes that route, I'll change things so that Count Lowls actually used a similar means of transportation to reach Cassomir - keeping him ahead of the PC's. That's one problem solved.

Then I briefly considered something very inelegant ("Yeah, that's a good idea, but the adventure expects you to travel by boat. Would you mind doing that instead?") To me, that would be a case of last resort, because I know he hates feeling railroaded.

I could perhaps recycle a couple of encounters to throw at the party on their way to Caliphas. But still, I worry it'll leave him short on XP and treasure.

Reading the description of Caliphas in Rule of Fear, actually, it seems that the maximum caster level is 5. So no Wind Walk. I could also be mean and block the teleport route as well (either the wizard isn't in town at the moment; or he's never been anywhere near Cassomir). I could use Winter to suggest that going that route would run the risk of not being able to secure a sufficient spellcaster in Caliphas, only delaying the mission further. Perhaps that would work and he would decide to go by boat after all...

Then my next worry (which, hopefully, won't be confirmed in the next game) is that he won't even bother attempting the dream quests to reach the Mad Poet. He already knows that Lowls is after the Necronomicon, which is in Katheer. He already has all the information he needs to jump right into adventure #4 (God forbid that he would actually decide to skip Cassomir and head straight to Katheer!). He might not see the value in bothering to jump through the hoops to encounter someone who revealed information to Lowls, given that he might consider that he already knows all/most of what Lowls learned in the Dreamlands, from the journal found in Iris Hill.

And, of course, that's an even much bigger chunk of XP he'll miss (not to mention some interesting encounters). And, even worse, the PCs would never recover their memories!

I was wondering if any of you had to deal with a similar behavior from your group, and how you handled it? (in a non-railroad fashion)


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I deal with that by simply not having NPC called NPC1, NPC2, etc, which are there just to serve as service providers to the PC. NPC casters exist, but they have name, personality, and goals beyond "hey, I'd like to make money from casting teleport".

Take Thrushmoor for example. It has caster lvl 5 as a settlement, which means you could have access up to lvl 5 spells. And indeed, there are NPC who are able to cast lvl 5 spells in Thrushmoor.

Only problem is they are a lvl 9 cleric of Pharasma, who dies at the begining of the adventure and becomes a mannanangal, and a lvl 9 cleric of Hastur, who isn't very friendly. There is also a lvl 7 alchemist, and a witch. None of those have teleport, but if one of them had, they still have their own goals, and personality. For example, you could befriend the cleric of Pharasma, but that will make you very hard to trade with the alchemist, who hates pharasmin church. *IF* you befriend them, they might help you.

To be honest, it totally breaks my inmersion that, whenever you want, you can go to wherever you want, and ask for any spell in existence and suddenly someone is there with that spell wanting to sell it to you. Like "I want a lvl 4 summoner only spell, a lvl 3 paladin only spell, a lvl 5 bard only spell and and a lvl 6 witch only spell. So somewhere in the city a summoner, a paladin, a bard and a witch open a magic shop and sell their spells"

YMMV, of course.

About their memories: haunt them. Remember them that they don't know who their mother is, and if she is alive or not. Make them dream with an cool love interest, which they know they loved, but can't remember their name or address. If they don't care about relatives, family, or friends, make them dream with a hidden treasure they had, but can't remember where they hid it. Make them clear that, even if the players don't even worry that much, the PC are in a fugue state and their life is horrible. They feel void, they can't remember who they are, what's their favorite food, who they loved, who hated them...


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Pathfinder Adventure Path Subscriber
Moonbeam wrote:
once things are wrapped up in Thrushmoor, he plans on travelling to Caliphas to purchase the services of a high-level spellcaster to Teleport or Wind Walk to Cassomir, with the intention of ambushing Lowls once he gets there.

To be honest there's no perfect way of dealing with this issue, and in many ways it actually is worse if they complete the dream quests as intended. A particularly motivated party with multiple researchers can research and complete these quests in a under 2 weeks, at which point the party will be sufficiently high-leveled to teleport under their own power. The Mad Poet also reveals Lowls' destination as Katheer, if they didn't figure this out on their own. The accelerated timeframe provided by teleportation and bypass of Cassomir is a problem no matter how you swing it.

On the flipside, there's the issue that the party may have no interest in the dream quests at all. This was one of my first concerns when I read Dreams of the Yellow King. The adventure simply presumes the PC's will be self-motivated to research and perform the dreamlands excursion ritual, and on the face of it there's just not that strong of a motivation. The PC's have nothing but the vague notion that there might be some interesting information to glean, but as you point out they already know Lowls' next destination. This can leave the party drastically underleveled for the challenges in store for them in Katheer.

With that said, I did a chronology breakdown of Lowls' journey, and I estimate that he arrives in Cassomir 11 days after the PC's awaken in Briarstone and departs the next morning. I don't know how long it took your party to complete the first to chapters, but in all likelihood Lowls has already departed Cassomir. However, this just kicks the can down the road to the next destination: Katheer. My estimates put Lowls in Katheer 27 days after the party awakens in Briarstone, but only acquiring the Necronomicon on day 37.

Personally, I'm game for this. If my party moves ahead at their own pace and intercepts Lowls at the Mysterium, I'm more than happy to have a confrontation just as the magical defenses begin to malfunction and all hell breaks loose. If you want to play the adventure as written, this may be more problematic for you.

Sovereign Court

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Thank you both for your input. I ended up telling my player that there was no guarantee that there would be an available spellcaster of sufficient level to cast the spells he wanted, even in the country's capital. He agreed to do the journey by ship. He also seems interested in investigating the Dreamlands quests. So, all is good.


How does Nestor travel to the dreamlands? It seems he does so physically, leaving no body behind.
How does he come back to Golarion?

My party arrived to the Stardust Augurs before doing the Enchanted Wood, so they recieved the quest from the Augurs to search for they missing friend.

But something doesn't work well here, I think. Nestor is trapped in the Dreamlands. The PC are supposed to free him, but how does he come back to Prine Material plane.

Dark Archive

EDIT: Wrote a big thing about Glower seemed to have an extra feat and stat point only to realize I misread the stat block and she has 3 levels of Gray Gardener, not 1. So nevermind all that stuff. But the last paragraph is still valid:

Then there is the fact that she has two levels of rogue that do almost nothing for her. A few extra skill points, trapfinding, 1d6 sneak attack, and evasion? And a rogue talent spent on... Weapon Finesse. With a dexterity score of 8. I'm used to seeing poorly made enemies in adventures (and WAY too many rogues, the universally accepted poster child for under-powered class), but this one just seems like someone was trying to fail.


Can anyone answer some questions about the Bloodwind. How does it travel to and from the Dreamlands. The PC's can catch sight of it on the Sellen river, and it releases monsters, but don't encounter it. They interact with in in the Dreamlands, but can't take it back. Am i missing something.


The Tatterman wrote:
Can anyone answer some questions about the Bloodwind. How does it travel to and from the Dreamlands. The PC's can catch sight of it on the Sellen river, and it releases monsters, but don't encounter it. They interact with in in the Dreamlands, but can't take it back. Am i missing something.

(crickets!)

Dark Archive

I ran it as the ship requires a ritual to move between planes. All the crew were deceased the ritual was no longer known.

Having a dream boat is a novelty for the players not a cash cow.


Adam Smith wrote:
Leedwashere wrote:


Lastly, each time we perform the Dreamlands excursion occult ritual, I will have my group pass a miniature staircase around the table. Just like the actual ritual, everyone will have to run their fingers along the stairs before passing it to the next person (the same music will play each time as well). This short activity is intended to aid with immersion into the Dreamlands each time we leave the real world behind. Repetition of this activity...

Wow, this staircase idea is grinding my gears. I´ll absolutly use this. Thank you so much!

Sovereign Court

During the last game, my player encountered the prisoners in area P10 and wondered: "Why don't they just wake up?" I don't know if it's explained in the adventure itself (if it is, I can't find it at the moment), but can't the people in P10, as well as Nestor in J3, simply wake up and return to Golarion?

I guess it's because they came to the dreamlands via other means than a dream, is that it?

During the game, I thought that *everyone* from Golarion who came to the dreamlands had to do it via dreaming, but maybe (judging from a couple posts earlier in the thread), that's not always the case?

Anyway, I ended up telling the player that the nightmare dragon had some kind of aura that prevented the prisoners from waking up. Thankfully, he hadn't thought of asking that question when he encountered Nestor earlier. :)

It did make for a funny scene in the prison, when Kelvetta Brix blinked at them and went: "Wait... you're telling me that I've been starved, beaten and tortured in this prison for weeks... and all this time... I could simply escape by waking up???? Oh, man!!!!"

Paizo Employee Managing Developer

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Those individuals got to the Dreamlands in their own bodies. They are not dream reflections of themselves like the PCs are and thus have no option to just wake up.

Sovereign Court

Thank you for the clarification. :)


The dreamquest concerning the Idol of the great old one is a killer and i´m looking forward going for this jewel. This surely will be a scene to be remembered for a long time by my players.

I´m using the sanity-system of Horror adventures and already spend some time thinking about a sanity whipe of my whole party.

I´m planing to do a intermission solo-one- shot for each of my players, should the event occur that everybody ends up insane after this specific dream quest. This one-shot will take place within their subcontions and every player will get the chance to get rid of his/her mental trauma.

As i´m a big fan of David Lynch and Twin Peaks, i think i´ll try to summon some "Red Room" scenarios.


The list of book titles for the quest research seems very specific. Is there a particular reason for this? Like, do the individual titles mean anything in particular, and is it important that the players have the full list of names of the books? Or is the list just meant to be detail, and it would functionally be no different to the players if I just referred to it as "a trunk full of books"?


TheFlyingPhoton wrote:
The list of book titles for the quest research seems very specific. Is there a particular reason for this? Like, do the individual titles mean anything in particular, and is it important that the players have the full list of names of the books? Or is the list just meant to be detail, and it would functionally be no different to the players if I just referred to it as "a trunk full of books"?

Those books are found in Book 2, nearly at the end. There's no reason to give all the tittles, other than because having details is fun.

I gave the PC a spell/alchemist formulae hidden in each book, once they read it. Used spells that were somewhat related to the tittle. For example, "Manual of Silence" had Blindness/deafness, and "the Ilussion of Weeping Ones" had Mirror Image, while "the Codex of Three Prescriptions" had the formulae for Remove Disease.


If there are people like Kelvetta Brix made it to the Dreamlands as a real creature, spells like gate must allow creatures and objects to pass back and forth from dreamlands to material plane.

Or spells like secret chest. Will have to think on how to work with that just in case my players attempt it later.


gustavo iglesias wrote:
Those books are found in Book 2, nearly at the end. There's no reason to give all the tittles, other than because having details is fun.

Two of my players are weirdly anti-immersion. I solved the issue by hand-writing the list of titles and handing that to them.

gustavo iglesias wrote:
I gave the PC a spell/alchemist formulae hidden in each book, once they read it. Used spells that were somewhat related to the tittle. For example, "Manual of Silence" had Blindness/deafness, and "the Ilussion of Weeping Ones" had Mirror Image, while "the Codex of Three Prescriptions" had the formulae for Remove Disease.

That's a very good idea.


Tiaximus wrote:

If there are people like Kelvetta Brix made it to the Dreamlands as a real creature, spells like gate must allow creatures and objects to pass back and forth from dreamlands to material plane.

Or spells like secret chest. Will have to think on how to work with that just in case my players attempt it later.

I ruled that Gate can enter into the Dreamlands, and made Kelvetta Brix enter through a Gate opened by the Lurkers in Light


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By the way, maybe this will help some GM doing this AP right now:

I regret not changing the Bloodwind captain for Weirelai. Weirelai is just an awesome recurring villain, for the fact that she cannot truly die.

I used Weirelai in Thrushmoor Terror, and in Dreams of Yellow King (in the prison). But I would use her more if I repeat this AP one day.

She would be the captain of the Bloodwind (renamed Amber Wind in my game, with yellow sails instead of red). She would appear in the Moon Prison and/or in the Cäravan Serai with other denizens of leng. And also mention her in Katheer and Okeno. Not necesarely fight her, but make her pressence known, and revive her again to fight the PC in Carcosa, alongside with the Pallid Mask.

The PC should be chasing this elusive, impossible to kill slaver with a pirate crew and a ship that can travel faster than they can. It helps to explain why Lowlz is always a step forward compared to them (as they travel by more mundane ways), it woks as a conduit for the whole AP, and make her like the manipulative mastermind behind Lowlz, who is, in fact, a dumbass who knows very little about anything and just got fooled into the belief that being consumed by a sentient alien fungus was somehow a great idea.

Weirelai is, truly, an iconic villain that your players will remember forever if you play her well.

Silver Crusade

Am I the only one having trouble reconciling this...

"At the end of the first round of combat with the ghosts of Ib in area L3, the PCs spy a vast, heaving bulk 300 feet away in the lake. This is the Great Old One Bokrug, rising from his torpor."

...with the fact that Bokrug is only listed as size large. Am I missing something?


I just assumed the beastiary was wrong. If you look at the damage Bokrug does, he does damage as a creature much MUCH larger than just Large, so you can scale him up several times without affecting his stats at all.

When I ran that encounter I just GM fiated him to Colossal and my players didn't even think to question it.


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but his AC and attack are calculated as a Large creature, and so is reach, CMB and CMD, stealth, and everything else size-dependant. He is large.

In any case, I did the same. I took the biggest miniature we had to represent him (a huge tyranid bio titan from WH40k from a friend). As a large lizard, he isn't really any impressive, and I wanted to make clear that he wasn't something the PC are supposed to fight, but to run from. As a huge Godzilla like lizard-god, he caused fear.


If a character with psychic magic is under a fear effect, are they unable to make the standard concentration check to leave the Dreamlands? Would they have to make the non-caster concentration check to leave? Do they need to spend a move action to lower the DC or else it's 10 higher?


TheFlyingPhoton wrote:
If a character with psychic magic is under a fear effect, are they unable to make the standard concentration check to leave the Dreamlands? Would they have to make the non-caster concentration check to leave? Do they need to spend a move action to lower the DC or else it's 10 higher?

Let's see this way. If a psychic5/wizard5 is under a fear effect... can he cast wizard spells and make concentration checks for wizard spells?

Shadow Lodge Contributor, RPG Superstar 2010 Top 8

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Being under a fear effect prevents you from supplying emotional components for spells.

Concentrating to leave the dreamlands is not a spell, and requires no components, so a psychic spellcaster should have no problem doing it while afraid.

The DC doesn't increase by 10 for them either, for the same reason. That's only for spells with thought components, and again, escape has no components.

Silver Crusade

What is the point of handing out items such as the five enormous emeralds in area H6 (just one example)? They can't take these back to their waking bodies, and even there were somewhere to sell them in the Dreamlands, the coin that they received wouldn't come back with them either. Is it just to frustrate the players?

Shadow Lodge Contributor, RPG Superstar 2010 Top 8

They can use them to bribe Ardvin Telgriette at the Viscount's Gala in Celephais to get him to give up his spot on the Viscount's dance card.

I also let my players use dreamlands currency/treasures to buy dreamlands items in Celephais (since it's a large city). Sure, they didn't get to keep the stuff they bought, but they didn't spend real money on it either, and they got good use out of it while they were there.


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I thought it was to have money to play with in this fantasy world within a world. Who doesn't want items you would never normally buy like Vorpal Greataxes, Magic Flying Carpets or Mirrors of Life Trapping?

That and it makes for interesting hooks later on if you want to extend the campaign.


^ This. The Dreamlands is a weird, dangerous sandbox where PCs can try out all kinds of wacky stuff.

Doug M.


Pathfinder Companion, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Ashardalon125 wrote:
Does anyone know how the DM is supposed to handle animal companions and familiars during the dream expeditions? For characters like Hunters, Druids, and Summoners, their companions are a huge part of their power. Do they just "create" dream versions on the other side, or can they be brought along somehow?

I also wonder about this, as my party also has an animal companion, via a Brawler Wild Child.


Eisenbaer wrote:
Ashardalon125 wrote:
Does anyone know how the DM is supposed to handle animal companions and familiars during the dream expeditions? For characters like Hunters, Druids, and Summoners, their companions are a huge part of their power. Do they just "create" dream versions on the other side, or can they be brought along somehow?
I also wonder about this, as my party also has an animal companion, via a Brawler Wild Child.

In my opionion the animal companion is part of the character. Even if the real animal companion is not part of the ritual, there is a dream version of it in the dreamlands.

Spells like confusion where you are forced to attack the next living creature: The rules treat your companion as part of affected creature


Okay, wanna share this with you guys.

Just finished the first session of dreams of the yellow king last weekend and it was a blast. My players boarded the ship, discovered the ritual and went on to the very first visit of the dreamlands. In my game, winter decided to join the Players cause she wants revenge for the slain accuser which turned out to be her half-sister

A friend of my did craft me a spiral staircase out of wood which the players passed arround while repeating the formula of the ritual. The scene was so intense that one of my players actually bailed out of it by refusing to say the formula out of exitement and fear to do something wrong. We assumed her Charakter did and we roled with that. As they decended deeper down the stairs, the air got hotter and hotter. Sand started to appear on the stairs below them and then there was only desert. The music I used for this scene (A german band called Erdenstern. Check them out - they are awesome) made the scene perfekt and i still have goosebumps writing about it.

My players ran into the animated dream which nearly killed the mage with his phantasmal killer on first round.

After that they went into the room with the giant ooze which gave them quite some bruises. The battlerager jumped the creature giving the other time to escape. After beeing devoured by swallow whole he expected to die but to our supprise was able to kill the enemy with just 2 HP left. What an epic fight for that player.

They where shocked and supprised as the a fragment of the guy, they want to kill ist actualy quite friendly to them and offered them tea.

Our she-elf clerik gave us quite a out of game laugh as she asked him about her past. So she asked him "one important" question: Lowls how i have been?" The fact that the king in yellow greeted her with "My sweet Lady" gave a rather kinky tone towards that question. Needless to say that the skin of the player changed to deep dark red, as we started to laugh furiously.

Back in the waking world the found the list of the 7 items which lowls collected before meeting with the mad poet.

I put in a little puzzle in which they could identify the books which would belong together and i told them to solve this till our next game session.

Feeling pumped to continue this and i wonder which dreamquest they will start with.


I mighe be overthinking this, but can someone clarify for me how this form of piecemeal research is supposed to work?
How do they figure out which 3 books to read for each quest?

Each gift quest requires reading 3 books If they've only completed 1 or 2 of the listed books, do they still knock off kp but with a limit? I.e. reading 1 book allows you to get at most only the 20 and 15 kp info?

And what is the reading pace?

Shadow Lodge Contributor, RPG Superstar 2010 Top 8

They don’t actually need to read the books, cover to cover, to get the info. The research checks are meant to represent finding the bits and pieces in each book that are relevant to the subject at hand.

Think about trying to research “Cheliax” by digging through your pathfinder books. You might read the Cheliax chapter of the Inner Sea World Guide, but you wouldn’t read that entire book—the chapter on the Mana Wastes doesn’t help you much, nor do the feats and spells chapters.

IIRC, the list of books associated with each research task are mostly there to help you, the GM, flavor your descriptions of their research checks.

E.g., when they hit the kp 0 value for the signet ring, you can tell them “You translate a passage in Spiders of Sin and Sky that tells you which of the quatrains from Theological Agreements of the Kingdom to include in the ritual to travel to Viscount Brellin’s ballroom in Celephais.”

Tl;dr: The time and difficulty of finding the information in the books is all encapsulated in the Research checks.


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The current coversation reminded me of something, figured I'd post it as a sort of GM tip.

I've noted some people that take issue with how long the research process can take, especially with non-optimized characters in those skills. Heck, I've had some who were so optimized (and lucky) that they tore through a research in a single day still feel it took too long.

I replied with a single word: Handwritten.

Only a few of the countries in Golarion have printing presses, and they certainly aren't in every sage and crackpots basement. Most books on occult things (ie every book you find in this AP) should be handwritten things, ranging from tiny cramped script to messy scrawling often overlapping itself. Spelling should be inconsistent, grammar suspect, typset non-existent. These are journals, not wikis. They are written by madmen, drug addled dreamers, and erudite scholars unconcerned with if the rabble "get it". And that's not even before the assumption that such occult lore might be hidden within codes, poems, metaphore, and other sorts of cryptography.

So yeah, if players complain about it, refer to this.


Ataraxias wrote:

I mighe be overthinking this, but can someone clarify for me how this form of piecemeal research is supposed to work?

How do they figure out which 3 books to read for each quest?

Each gift quest requires reading 3 books If they've only completed 1 or 2 of the listed books, do they still knock off kp but with a limit? I.e. reading 1 book allows you to get at most only the 20 and 15 kp info?

And what is the reading pace?

I included a small puzzle for my players. I made up a small text for every book in the collection and handed them to my players. In those text they could find a cross reference towards the other 2 books. One of my players was so exited that he riddled it out in top time. After that i´ll let them do their research against the libary.


Tasfarel wrote:
I included a small puzzle for my players. I made up a small text for every book in the collection and handed them to my players. In those text they could find a cross reference towards the other 2 books. One of my players was so exited that he riddled it out in top time. After that i´ll let them do their research against the libary.

You aren't willing to share those texts by chance, are you?


Eadoo wrote:
Tasfarel wrote:
I included a small puzzle for my players. I made up a small text for every book in the collection and handed them to my players. In those text they could find a cross reference towards the other 2 books. One of my players was so exited that he riddled it out in top time. After that i´ll let them do their research against the libary.
You aren't willing to share those texts by chance, are you?

If you like i can try to translate them from german to english.


Tasfarel wrote:
Eadoo wrote:
You aren't willing to share those texts by chance, are you?
If you like i can try to translate them from german to english.

Ich spreche Deutsch. You could post them in German and I can translate them. As luck would have it, I'm a native English speaker who took three years of German. As long as you're not using super obscure/slang words (for instance, I recently ran into the name Knasterbart, which took me some time to piece together), I should be fine.

Another solution might be posting the original along with your translation, which I could smooth out for native English speakers.
I guess, really, though, I'd love to see any of it. :)


Thats sounds great. I changed the names of the books a bit so that they sound better in german.

I´ll gather my stuff posting it tomorrow.

Maybe you can help me with another translation. How would you translate "the inmost blot" to german?

Thanks for your help.


Tasfarel wrote:

Thats sounds great. I changed the names of the books a bit so that they sound better in german.

I´ll gather my stuff posting it tomorrow.

Maybe you can help me with another translation. How would you translate "the inmost blot" to german?

Thanks for your help.

Translating into German is not as easy for me as translating out of it. While I've studied the language, I lack the benefit of literary or poetic study in it. As a result, my translations might be missing "soul". But let's give it a shot, shall we?

Innerstes Fleck


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Okay, here we go.

Most of these text share a small connection which should make it quite easy for your players putting together the right books. I told them that they somehow know that it´s always a pair of 3 books they need to fit together for a dream quest. A few of don´t have a clue on them at all (Like Spiders of Sin and sky). These one will be left ofter if your players connect the other books. Make sure to point out that "Dichotomous Translation of Aklo Syntax" is not part of that riddle cause it holds the list of gifts, the player need to aquire.

Sorry in advance for any bad grammar or spelling errors. Fell free to change the text if you don´t like them or you got a better idea.

Have fun! :-)

Atop the valley´s soul

Spoiler:
What is the soul and what makes it stand out? According to pertinent opinion, the soul is the spiritul center of a thinking creature. Some philosophers are also of the opinion that constructs or structures in rare cases can also develope a soul. In this work, the author addresses these critical questions and attempts to break down these numerous theories for either prove or invalidate them.

German:

Auf des Tales Seele

Was ist die Seele und wodurch zeichnet sie sich aus? Nach einschlägiger Meinung stellt die Seele dass das Zentrum der Spiritualität einer denkenden Kreatur dar. Einige Philosophen sind darüber hinaus der Meinung das Konstrukte oder Strukturen in seltenen Fällen ebenfalls über eine Seele verfügen können. In diesem Werk widmet sich der Autor diesen kritischen Fragen und versucht, diese zahlreichen Theorien aufzugliedern und entweder zu belegen oder zu entkräften.

The codex of Three Prescriptions

Spoiler:
Ancient and powerful magic lingers on the three rune stones that connect three great necropolises of the underworld. Where do they come from and what power did the ancient kings draw from them? This treatise tries to answer all these questions and might open your eyes.

German:

Der Codex dreier Insignien

Alte und mächtige Magie liegt auf den drei Runensteinen welche die drei großen Nekropolen der Unterwelt verbinden. Woher stammen sie und welche Macht haben die alten Könige aus Ihnen gezogen. Diese Abhandlung versucht all diese Fragen zu beantworten und wird ihnen vielleicht die Augen öffnen.

Curses of the black lake

Spoiler:
Arventon was once a flourishing city of the dreamlands before it was cursed by the Black Lake. All life ended and all inhabitants who did not freeze to pottery now roam where turned into undead, cursed to to roam the empty streets in neverending hunger. What sins have the inhabitants taken upon themselves for this terrible curse?

German:

Flüche des schwarzen Sees

Arventon war einst eine blühende Stadt der Traumlande bevor sie der Fluch des Schwarzen Sees traf. Alles Leben endete und alle Bewohner welche nicht zu Keramik erstarrten streifen nun als lebende Leichen durch die leeren Straßen, wo ihr einziger Begleiter der nie endende Hunger zu sein scheint. Welche Sünden haben die Bewohner auf sich geladen, dass sie dieser furchtbare Fluch traf?

Dichotomous Translation of Aklo Syntax

Spoiler:
The language of the fey is like the small folk itself: moody and constantly changing. Sentences that open all doors to someone on a specific occasion place may trigger a blood feud if the wrong emphasis is placed. This set of rules will help you practicing the language and to master the subtleties of expression.

German:

Der Aklo Syntax: Übersetzungsspielräume und gegabelte Ausdrucksmöglichkeiten

Die Sprache des Mondhofes ist wie das kleine Folk selbst: Launisch und ständig im Wandel. Sätze, die jemandem eines Orts alle Türen öffnen, mögen bei einer falschen Betonung anderer Orts eine Blutsfehde auslösen. Dieses Regelwerk wird ihnen dabei helfen, sich im Umgang mit der Sprache zu üben und die Feinheiten des Ausdrucks zu meistern.

Through the spirals of time

Spoiler:
Time is described and perceived by many Scholars of this and other spheres as a linear phenomenon. But there are places and worlds that seem to contradict these laws of physics. The most potent example is Celephais. Here, the elements of time seem to be rearranged so that they can both astonish and confuse the mind. On this basis, some well-known Scholars question the knowledge they believe to know about the structure of time.

German:

Elemente in der Spirale der Zeit
Zeit wird von vielen Scholaren dieser und anderer Sphären als ein lineares Phänomen beschrieben und wahrgenommen. Doch gibt es Orte und Welten, die sich diesen physikalischen Gesetzen zu wiedersetzen scheinen. Als potentestes Beispiel soll Celephais genannt sein. Hier scheinen die Elemente der Zeit neu geordnet, so dass sie den Geist sowohl zu erstaunen als auch zu verwirren vermögen. Auf dieser Grundlage hinterfragen einige namhafte Scholare die Erkenntnisse, die sie über die Struktur der Zeit zu wissen glauben.

Emotions of the past

Spoiler:
For over a year I was a slave of Captain Vadrak and was forced to serve on his cursed ship. This journal describes my path of suffering from the first hour to the day of my glorious escape and the regaining of my freedom.

German:

Emotionen der Vergangenheit
Über ein Jahr lang war ich ein Sklave von Kapitän Vadrak und war gezwungen auf seinem verfluchten Schiff zu dienen. Dieses Journal beschreibt meinen Leidensweg von der ersten Stunde bis zum Tage meiner gloreichen Flucht und der Wiedererlangung meiner Freiheit.

The Falling Silk

Spoiler:
While "The pillars of power" is dealing with the great aristocratic houses and rulers of the dreamlands, the author in this volume would rather like to deal with the caste of diplomats, advisers and ambassadors. During the study of this work, you will learn many interesting and astonishing things not only about these historical persons themselves, but you will also be able to see the finesse with which alliances have been forged or destroyed.

German:

Die fallende Seide
Während sich „Die Pfeiler der Macht“ mit den großen Adelshäusern und Herrschern der Traumlande beschäftigt, möchte der Autor in diesem Band vielmehr auf die Kaste der Diplomaten, Berater und Botschafter eingehen. Während des Studiums dieses Werkes erfahren sie viel wissenswertes und erstaunliches nicht nur über diese historischen Personen selber, ihnen werden auch die Augen in Bezug auf die Finesse geöffnet werden, mit denen Bündnisse geschaffen oder zerschlagen wurden.

Festival oft he snake

Spoiler:
The festival of the Snake honours no one less than the mighty water lizard Bokrug, one of the most powerful of the great and ancient gods. Created to appease this mighty deity in her boundless rage of destruction, the festivity follows a strictly dogmatic process that has been handed down orally from generation to generation. With this text, the complicated ritual is for the first time stored in written form.

German:

Das Fest der Schlange
Das Fest der Schlange ehrt niemanden geringeres als die gewaltige Wasserechse Bokrug, einer der mächtigsten der großen und alten Götter. Dazu geschaffen, diese mächtige Gottheit in ihrer grenzenlosen Zerstörungswut zu besänftigen, befolgt die Festivität einen streng dogmatischen Ablauf, welcher mündlich von Generation zu Generation weitergegeben wurde. Mit diesem Text wird das komplizierte Ritual erstmals in geschriebener Form hinterlegt.

The forgotten servants

Spoiler:
Even in scholars' circles, the history of Ib is an almost lost myth. Little is known about the once numerous servants of the great water lizard. Where did they come from, how did they live, and why were they abandoned by their patron in the hour of greatest need? What about the mystical idol statue, which never seems to stay in one place for very long? Immerse yourself in the secrets of a long past culture!

Deutsch:

Die vergessenen Diener

Selbst in Gelehrtenkreisen ist die Geschichte der Stadt Ib ein nahezu verlorener Mythos. Nur wenig ist über die einst zahlreichen Diener der großen Wasserechse bekannt. Woher kamen sie, wie haben sie gelebt, und warum wurden sie in der Stunde der größten Not von ihrem Patronen im Stich gelassen? Was hat es mit der mystischen Götzenstatue auf sich, welche nie sehr lange an einem Ort zu verweilen scheint? Tauchen sie ein in die Geheimnisse einer längst vergangenen Kultur!

The Illusion oft he weeping ones

Spoiler:
Sarnath has always been considered a memorial for all peoples and cultures. The inhabitants of this city, about which people dares to speak even today only in whispers, had to endure the suffering that they brought about the city of Ib. The aim of this chronicle is to reconstruct the last days of the city of Sarnath as precisely as possible and to record them for posterity.

German:
Die Illusion der Weinenden
Sarnath gilt seit jeher als Mahnmal für alle Völker und Kulturen Die Bewohner dieser Stadt, über die man sich auch heute nur flüsternd zu unterhalten wagt, mussten selber jenes Leid ertragen, was sie über die Stadt Ib brachten. Das Ziel dieser Chronik ist es, die letzten Tage der Stadt Sarnath so genauwie eben möglich zu rekonstruieren und für die Nachwelt festzuhalten.

In admiration of keeping pacts

Spoiler:
Whether with a mortal or an external being, making pacts is a complicated process that often involves risk for the one creating a pact. The art of masterly creating a pact often lies in the detail of the accompanying formulations. Learn from leading diplomats of the dreamlands common and pertinent treaty bases and discover rhetorical loops and stumbling blocks when encountered.
German:

Die Kunst Pakte einzuhalten
Sei es mit einem sterblichen oder mit einer externaren Wesenheit; Pakte zu schließen ist ein komplizierter Prozess, der oftmals nicht ohne Risiko für den Paktierer von statten geht. Die Kunst des meisterlichen Paktierens liegt oftmals im Detail der einhergehenden Formulierungen. Lernen sie von führenden Diplomaten der Traumlande gängige und einschlägige Vertragsgrundlagen und entdecken sie rhetorische Schlingen und Stolpersteine, wenn sie Ihnen begegnen.

Manual of Silence

Spoiler:
Undead are usually considered horrors and monstrosities, which have nothing but destruction and downfall of the living in mind. Nevertheless, if you take a closer look, there are sometimes very complicated and nested social structures. Looking at ghoul society, one will be amazed how little their social structures are different from the others. In addition, the author puts forward the thesis that this species of the undead could in many respects be far superior to ours.

German:

Leitfaden der Stille
Untote werden von uns Lebenden in der Regel als Schrecken und Monstrositäten angesehen, welche nichts als Zerstörung und unseren Untergang im Sinne haben. Dennoch gibt es auch unter ihresgleichen teilweise sehr komplizierte und verschachtelte Sozialstrukturen. Betrachtet man die Gesellschaft der Ghule, wird man darüber erstaunt sein, wie wenig sich ihre sozialen Strukturen von denen anderen Völkern unterscheiden. Darüber hinaus stellt der Autor die These auf, dass diese Spezies der Untoten in vielerlei Hinsicht der unseren weit überlegen sein könnte.

Men and Vultures: Denizens oft he Darkend Dephs and Dead Skies

Spoiler:
What are abberations and how exactly do they occur? Are they really all the creatures of confused magicians and scholars? Or is it possible that they too are part of the creative power of nature and that they differ only from their grotesque appearance from the other mammals. This encyclopedia is not only a collection of all known and peculiar abberations, it also deals with all ethical and philosophical questions which accompany the handling of such creatures.

German:

Menschen und Geier: Bewohner der geschwärzten Tiefen und der leblosen Himmel
Was sind Abberationen und wie genau entstehen sie? Sind sie wirklich alle die Geschöpfe von verwirrten Magiern und Scholaren? Oder mag es sein, dass auch sie Teil der schöpferischen Kraft der Natur sind und sie sich nur von ihrem grotesken Äußeren von den anderen Säugern unterscheiden. Dieser Enzyklopädie ist nicht nur eine Sammlung aller bekannten und absonderlichen Abberationen, sie befasst sich auch mit allen ethischen und philosophischen Fragestellungen, die mit dem Umgang solcher Kreaturen einhergehen.

Monnuments of the forest

Spoiler:
The forest - a symbol of nature and the forces connected with it. The forest gives life, but can cause death just as quickly. The monuments of the forest, which once brought the seed of the World Tree to blossom and nourishes it until today, are inhabited by all kinds of fairies and magical beings. Few mortals can claim to have ever seen the splendour of this place. Get ready for a magical journey into life itself.

German:

Monumente des Waldes
Der Wald – ein Sinnbild der Natur und die Kräfte die mit ihr verbunden sind. Der Wald spendet Leben, kann jedoch genauso schnell den Tod herbeiführen. Die Monumente des Waldes, die einst die Saat des Weltenbaums zum Erblühen brachte und ihn bis heute nährt, wir von allerlei Feen und magischen Wesen bewohnt. Nur wenige sterbliche können behaupten, jemals die Pracht gesehen zu haben, die er dort zu erschauen gibt. Machen sie sich bereit für eine magische Reise in das Leben selbst.

The Shadow´s ship

Spoiler:
The bloodwind! One of the best-known and most feared ships of the dreamlands has to tell a scary and fascinating story. This work is devoted to one of the last unanswered questions: where does this ship come from and who created it? In the course of his research, the author was able to reveal some important clues that could support his theses on these questions.

German:

Das Schiff der Schatten
Die Blutwind! Eines der bekanntesten und gefürchtetsten Schiffe der Traumlande hat eine ebenso schaurige wie faszinierende Geschichte zu erzählen. Dieses Werk widmet sich einer der letzten, unbeantworteten Fragen: Woher stammt dieses Schiff und wer hat es erschaffen. Im Laufe seiner Recherche konnte der Autor einige wichtige Hinweise ans Tageslicht befördern, die seine Thesen zu diesen Fragen untermauern konnten.

Shards of Sight

Spoiler:
The desire for knowledge is the driving motivation for most sholars. Many people move into the world in search of the right answers, but only a few know how to ask the right questions. Many, on the other hand, fail to climb the pillars of knowledge. The inhabitants of the cursed Arventon also believed in their arrogance that they had deciphered all the secrets of life and death when they faced oblivion. However, time has always proven to us that the ultimate truth is a lie.

German:

Splitter der Hellsicht
Das Verlangen nach Wissen ist es, was viele Scholare zu ihren Studien antreibt. Viele ziehen auf der Suche nach den richtigen Antworten in die Welt hinaus, jedoch nur die wenigstens vermögen es, die richtigen Fragen zu stellen. Viele hingegen scheitern jedoch an den Versuch die Säulen der Erkenntnis zu erklimmen. Auch die Bewohner des verfluchten Arventon glaubten in Ihrer Arroganz, sie hätten alle Geheimnisse des Lebens und des Todes entschlüsselt, als sie in ihr verderben stürzten. Die Mühlen der Zeit haben uns jedoch immer auf das neue bewiesen, dass die ultimative Wahrheit eine Lüge ist.

Spiders of Sin and Sky

Spoiler:
Hardly a creature is as indestructible and adaptable as the species of the arachnoids. These robust creatures can exist and thrive even in the most unreal and life-despicable regions of the world. Its poison is already used in many areas of medicine and there are supposed to be various cults that see these creatures as sacral creatures.

German:

Spinnen des Himmels und der Sünde
Kaum eine Kreatur ist so unverwüstlich und Anpassungsfähig wie die Spezies der Arachnoiden. Diese robusten Kreaturen vermögen es sogar in den unwirklichsten und lebensverachtenden Regionen der Welt zu existieren und florieren. Ihr Gift findet bereits heute in vielen Bereichen der Medizin Anwendung und es sollen diverse Kulte existieren, die diese Kreaturen, als sakrale Geschöpfe ansehen.

Theological Agreements of the kingdom

Spoiler:
A new edition of the 1646 theological manifestos of the United Kingdom. Written, approved and signed by his majesty.

German:

Theologische Einigungen des Königreiches
Eine Neuauflage der 1646 theologischen Grundmanifeste des vereinigten Königreiches. Aufgesetzt, genehmigt und unterzeichnet von seiner Hochwürden persönlich.

Tigers and Flies

Spoiler:
The tiger, beside the lion, is considered one of the rulers of the animal world. Many different subspecies of this wildcat inhabit the different regions of the dreamlands and other worlds beyond. This book deals with the very rare species of the forest tiger. This subspecies of this predator has adapted itself perfectly to forest environments.

German:

Tiger und das Fliegen.
Der Tiger gilt neben dem Löwen als einer der Herrscher der Tierwelt. Viele verschiedene Unterarten dieser Wildkatzenart bewohnen die verschiedenen Regionen der Traumlande und andere Welten darüber hinaus. Diese Abhandlung beschäftigt sich vorläufig mit dem überaus seltenen Waldtiger. Diese Unterart der großen Raubkatzen hat sich in seiner Lebensweise über Jahrhunderte perfekt an Waldumgebungen angepasst.

The unfied Manual of Understandanding

Spoiler:
Volume 3 of the Chronicles of the Underworld. In this volume, the author deals with the rise and fall of the scholar Shazzira, one of the most brilliant thinkers of his people. Not only his very daring and controversial theses are taken into consideration, this book will shine a light on his allies and political enemies who once plunged him and his entire house into ruin.

German:

Der einheitliche Leitfaden der Erkenntnis
Band 3 der Chroniken der Unterwelt. In diesem Band beschäftigt sich der Autor mit Aufstieg und Fall des Gelehrten Shazzira, einem der brillantesten Denker seines Volkes. Dabei werden nicht nur seine sehr gewagten und umstrittenen Thesen in die Betrachtung gezogen, vielmehr wird auch ein Licht auf Hintermänner und politische Feinde geworfen, die einst Ihn und seine gesamtes Haus in den Abgrund stürzten.

Voyage oft he rainbow servant

Spoiler:
Little is known about this traveler and his origin. Some claim that he is a resident of Leng, others suspect that he was a creature from the fairy kingdom, and yet others are sure that this figure never existed. Whoever he may have been: his stories about the sea and adventures have remained in our minds to this day. This volume contains all travelogues of the sagas of the shrouded Rainbow Servant. The resourceful reader should decide for himself whether they are true stories or just vivid imagination.

German:

Die Reise des Regenbogendieners

Wenig ist über diesen Wanderer und seine Herkunft bekannt. Einige behaupten er sei ein Bewohner von Leng, andere vermuten dass es ein Wesen aus dem Feenreiches war und wieder andere sind sich sicher, dass es diese Gestalt niemals gegeben hat. Wer auch immer er gewesen sein mochte: Seine Geschichten über das Meer und Abenteuer sind uns bis heute in Erinnerung geblieben. Dieser Band umfasst alle Reiseberichte der Sagen umwobenen Regenbogendieners. Ob es sich bei Ihnen um wahre Geschichten oder nur um Seemannsgarn handelt, sollte der findige Leser für sich selbst entscheiden.

The wise harmony

Spoiler:
The life and work of druids and their equals belongs to one of the greatest myths of our time. Hardly any of your well-kept secrets found their way into theoutside world. If this should happen under rare circumstances, most uninitiated people will be able to draw little or no information from this knowledge. What connection do these ancient guardians have to their forests, valleys and lakes?

German:

Die Harmonie der Weisheit:
Das Leben und Wirken von Druiden und ihresgleichen gehört zu einem der größten Mythen unserer Zeit. Kaum einer Ihrer gut gehüteten Geheimnisse vermag es an die Ohren der Aussenwelt zu dringen. Sollte dies unter seltenen Umständen doch einmal vorkommen, vermögen die meisten uneingeweihten wenig bis gar keine Information aus diesem Wissen ziehen. Welche Verbindung haben diese uralten Hüter zu ihren Wäldern, Tälern und Seen?


darker_phoenix wrote:
darker_phoenix wrote:
I don't understand the description of area P9 in the lunar prison. It says Ahrkh-Nar has the stone in the North position, linking areas P10 and P11. That's what the map shows, which is fine; it makes sense. When in the South position, though, it links P10 to the kinked, long hallway leading to areas P3 through P6? Is that right? Doesn't the map show a solid wall between that hallway and P9?

Okay, I get it now. I was relying too much on the map, I think. The wall between the hallway and P9 shouldn't be there; it should just be the big stone in the way.

My question for any of you that have run the lunar prison: how did getting to P10 go? It seems that (beyond trying to destroy the 1,800 HP stone) the only other way to get to P10 is through the drain connecting to P1. What if the PCs miss the drain? What if they don't think to use it? Was this a problem for any groups, and if so how did you work with it?

I've been wondering the same thing. Looks like they might be able to break through the bars in P13 as well to get to P12->P11->P9->P10. Since Yath-Kheph shows them the sculpture of the prison in P8, I'm just going to show the a blank map of the prison. They will likely reach the same conclusion and try for the sewer entrance to P10c. Is there any other way we are missing?

Shadow Lodge Contributor, RPG Superstar 2010 Top 8

My PCs went to the top of the building and stone shaped a hole in the roof.

IIRC, they didn't even bother with most of the dungeon; after they found the Yellow King, they bailed.

Dark Archive

Pathfinder Adventure Path Subscriber

When my own group explored the Caravanserai the first time, they first fought the Animate Dream and, at full power, struggled to deal with it. The Formless Spawn basically TPK'd them, although two of the five managed to wake themselves. Those things are tough!


How do I handle the “Psychic Surgery” scrolls?
It states this in the description: Psychic surgery removes all effects magically altering the target’s memory, even instantaneous effects, and it can restore a memory to perfect clarity like the second use of modify memory.

Wouldnt that affect the players memory loss?

Dark Archive

Pathfinder Adventure Path Subscriber

I expect the fugue state isn't a magical effect, as such, so wouldn't be affected by the surgery.


I figured that the Mad Poet, basically akin to a demigod with access to all of the esoteric knowledge of the Necronomicon, is probably a little above level 6 spells and the memory loss of the fugue state would be incurable bar a wish/miracle/divine intervention to steal those memories back from the oasis.

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