Dreams of the Yellow King (GM Reference)


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Probably this bit from the Sanity sub-system -
Each time a character encounters a Great Old One
Save DC = 15 + CR of the creature
Failure: Sanity damage equal to double the creature’s CR
Success: Sanity damage equal to the creature’s CR


EDIT: For other GMs -- the reference above is to the Horror Adventures Horror Characters >> Sanity (page 13 in the hardcover). The reason I specify is there is ALSO a chapter on Sanity much later in the book, which was where I was trying to find the pertinent information.

Ah. Gotcha. Yeah, not using that subsystem. My players have already resorted to arson, eating rats, murdering Losandro with telekinetic projectiles of her own stuff, and serious discussions about cannibalism.

They don’t need help, is what I’m saying.


I have a question about the Oasis. Is the doubles fight going to be too easy if I don't do the tree fight? The tree really just seems unnecessary for the story, and it really doesn't make sense for it to occur and then the Mad Poet walks out and is all like "oh hello, didn't know you were here." So is the party going to be too strong for the final fight without it? Any unique experiences in general that anyone had with this section would also be appreciated.


Pathfinder Adventure Path, Companion, Starfinder Adventure Path Subscriber
Ekaj wrote:
I have a question about the Oasis. Is the doubles fight going to be too easy if I don't do the tree fight? The tree really just seems unnecessary for the story, and it really doesn't make sense for it to occur and then the Mad Poet walks out and is all like "oh hello, didn't know you were here." So is the party going to be too strong for the final fight without it? Any unique experiences in general that anyone had with this section would also be appreciated.

Haven't gotten there yet myself, so hard to say for sure. But if you want to tune up their doubles to compensate for them going into the fight fresh and full, you could probably give the doubles an extra level.

Dark Archive

Whelp, the players kinda made fun of the "10 miles per day" thing since real keelboats move about 10 miles a hour :'D


@Ekaj: I didn't go through with the whole Jinmenju fight, though I did have it use it's mind control powers to try and force the party to eat it's head-fruits. When the party started to get hostile towards the tree, the Mad Poet came out of his hut with an irritable "Don't mess with my tree."

Aside from the "being compelled to eat poison" stuff, the fight doesn't seem that interesting or dangerous, and there's a decent chance the party would make a point of healing their damage during the conversation.

As for the duplicates, they were decently challenging. The real party is definitely stronger, but dupes downed one of my PCs, and were only robbed of the killshot due to a quick response and a good roll. One way to give the nightmare clones an advantage is to let them walk on the surface of the pond, while the PC's wade through knee deep water.

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