What Grows Within (GM Reference)


Strange Aeons

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Adventure Path Charter Subscriber; Pathfinder Adventure Subscriber

I've read the discussion here about why the map of the Parchlands was not included. Okay. I don't need a detailed maps *of* the Parchlands, but I'm struggling to understand how to get *to* the Parchlands. I greatly appreciate rhythmist's homebrew map. That helps me see how one could approach the Parchlands from Okeno.
But I'm thrown by discussions of going back to Katheer to start the journey because that seems to put a mountain range between journey start and our approximate Parchlands location. Or is the idea that one would go back to Katheer to go to the Mysterium to get teleport help?
What did Lowls do?


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Pathfinder Adventure Path Subscriber
quibblemuch wrote:

The Husk of Xhamen-Dor's unspeakable presence worked awesomely at our table. The players nearly all failed the save. Having half their actions taken up by complying with a Great Old One's horrifying will (i.e., moving towards it) and the other half fighting against it made for a perfect lovecraftian horror RP experience.

"I must destroy this thing! I must move towards this thing!"

Fantastic!

I have a question I failed to get an answer to by googling on "Unspeakable Precence" do you get one save on this ability ? and If you failed are there any ways to get rid of the effect !! Also, If you succeed at the save is the effect ongoing and require a new save ?

Dark Archive

Pathfinder Adventure Path, Starfinder Adventure Path Subscriber
Junker wrote:


I have a question I failed to get an answer to by googling on "Unspeakable Precence" do you get one save on this ability ? and If you failed are there any ways to get rid of the effect !! Also, If you succeed at the save is the effect ongoing and require a new save ?

Generally, auras do exactly what they say. If an aura or ongoing ability allows immnunity on attempt or pass or fail of the save, it will say so. For example, the Piercing Chant feat says a target can't be affected more than once per 24 hours, regardless of save. Compare this to the Babble effect of the Allip, which will work constantly until a target successfully saves, and then won't work again for another 24 hours.

In the case of Unspeakable Presence, in the absence of either of these sorts of restrictions, it will work on every target every round.


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As I'm getting close to this book in my campaign, a solution to prevent the party from just Windwalking or Teleporting straight to Neruzavin I might use is two fold:

1) Biting Lash's map only shows where Lowls disembarked, not his planned path. The party will need Kaklatath to find the city. Since the Yithian hasn't been to the city in a very long time, this will require a bit of wandering around.

2) If the party suggests a wind-walk, Kaklatath freaks out and refuses, warning the party that Flying Polyps are masters of the wind and if they've been freed as it fears will surely interfere. If they do it anyway, they get near the city only to suddenly run into unnaturally powerful winds that blow them away, dropping them in Ash Giant territory and forcing them to proceed on foot as intended. If they try to Scry and Teleport the cities alien geometries cause the spell to botch and also drop them in the desert.

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