Wake of the Watcher , an adventure by Greg A. Vaughan with supporting material by James Jacobs and fiction by F. Wesley Schneider , is the fourth chapter in the Carrion Crown adventure path and was released on June 15, Foreword: "Oh Fhtagn!
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The only thing I'm a little sad about is that the Elder Thing is mechanically a little dull. I have an inordinate fondness for that moment of realization that the horrible tentacle monster is a thinking, feeling being.
Regardless, I'm loving it. The elder things don't really have a lot of actual content to build rules abilities off of—in that way, they really ARE just people. As in, the way to make an elder thing have a lot of weird powers is to give it class levels. First was great but the last two dissappointed me with pages dedicated to varying skeletons and zombies, but here these creatures are awesome.
As a collaborator there is a problem though. The first creature called "Colour Out of Space" is that really spelt Colour or Color as usually it's american I would've thought it spelt Color, however it appears to be spelt the English UK way with Colour. Care to varify if that's meant to be like that for some reason or of it's a possible spelling error? Lovecraft who was American called it the "Colour Out of Space," so we kept his spelling for the Pathfinder version link.
Helaman Jun 9, , pm 1 person marked this as a favorite. HP was an anglophile and used "proper" spelling for much of his writing Heh, learn something new every day. Lovecraft was a A shut-in, phobia-ridden anglophile who was very racist even for his time period. I hope that was in jest It seems likely that some or all of the party would decend into madness given the number of times checks need to be made and the "damage" they do.
All of the rules are on the sidebar on page There are no rules on Sanity outside of that sidebar. Who, strangely enough, did a lot of traveling. His travelogues were collected and printed by Hippocampus Press. His essays. Yup; it's true. He was hardly a shut-in. It's pretty easy to cast judgements back through time at earlier ages.
Folks who enjoy that might do well to keep in mind that or so years in the future, our descendants will be doing the same to us. So, no, the spells you listed would not work, by the rules as written. Ok, then. So what do people feel are appropriate spells to return someones partially lost sanity? Well, per the sidebar, greater restoration, heal, limited wish, wish and miracle will restore the player's sanity completely. If you're the GM then yeah, the spells you list are probably cool to give a couple sanity points back to your players.
Second- Shame on you for being in this thread! I should hope so. If people years from now don't consider us backwards barbarians, something will have gone very wrong. I watched a documentary on Lovecraft a few months ago, I don't remember mention of much traveling. It wasn't the focus of the work, so perhaps it was downplayed. Or I just didn't pay close enough attention. I didn't think he did either until Robert Bloch mentioned it in his Unauthorized Autobiography.
They were supposed to meet up when Lovecraft came out to Wisconsin. Also, a lot of people don't know that the Lovecraft circle spent a lot of time killing each other off. Once you figure out which character is which writer, it becomes fun to see how the other responds.
I love this one, and am liking the Sanity rules presented - nice and simple. Or will Sanity still be a relevant option later in the path? Finished reading most of this last night, and I fear for my players on the trip down to sea caves. The attack by the evil sorcerer squid while they are in the diving bubble has a high likelihood of lethality. I have not plans on changing it, if anything I want to play up the tentacles through the floor hole, but seriously awesome!
Considering that it hasn't shown up before this and there were great oppurtunities for it in book 2 for example , I'm pretty confident this is fire-and-forget. Robert G.
The Sanity rules were designed as an optional rule to fit the Mythos themes of "Wake of the Watcher," and as such don't reappear later in the AP. However, any subsystem or new rules element presented in an AP can be taken and expanded and used as a GM sees fit, elsewhere in the AP or in other adventures or campaign entirely.
So if you want to play around more with the Sanity rules and you think you're payers would enjoy it as well by all means introduce them earlier in the AP, or continue with them in "Ashes at Dawn" or "Shadows of Gallowspire. That's a shame - I've enjoyed a number of these optional rules they toss out in the various APs, but they rarely get recycled. Maybe one of these days they'll bundle them up in a Gamemastery Guide 2 or something to that effect. There is a good set on sanity under stabilty on the Carrion crown boards worth checking out Biobeast Aug 26, , am The Colour out of Space looks real tough with the Vital Strike added to it's 6d6 disentegrating touch.
So, on regular attacks not charges, Attack of Oppty, etc. That's harsh. Anytime the creature makes an ability check, attack roll, saving throw, or skill check for the next round, it must roll twice and take the worse result. A Will save DC 22 negates this ability. The Mantis Blade is the perfect companion for a rogue-- Raven's Head is the perfect companion for an arcane spellcaster.
So far, Raven's Head has given the arcane spellcaster in our party a lot more options-- and has let me play hardball with the PCs since they have a cohort who can dispel most harmful effects, or counterspell effects when asked to ready an action. Also, a searing light on an undead creature that's weak to sunlight hmmmm I wonder where those are in the Carrion Crown adventure path is very very harsh from a CL 17 caster.
Well my group just through the whole plot line for a loop. They get the Raven Head and finish of the Wake of the Watcher, they then decide that they are not in that much of a hurry and just want to sit and make magic items for 8 days in Thrushmoor; reasoning the WW needs the Ravens Head so the WW will come to them while they are making magic items. Maybe I'm not reading the story line close enough but what impact does the WW not having the Raven Head have on the making of the Carrion Crown?
My second issue is now in my group they have not only wasted these 8 days but 6 more days during Broken Moon. So let's say the WW has a 14 day head start from where the adventure is written how would that impact things?
I'm thinking I will have the party start Ashes to Dawn and the WW will finish their plan and have the Kidnapped Count as the main Lich just as planned and then the baddies in the 6th module get tired of the PC's meddling and strike them down in the middle of the 5th module when the party is not really high enough to really fight them.
I guess as far as I'm concerned the party has failed to stop the WW already and their only hope at this point is surviving the WW revenge. Punishing the PCs for really no reason their reasoning is entirely sound isn't a very good idea, I don't think.
Ultimately, the exclusion of why Raven's Head was important and why they can proceed without it means that, well, they probably have to find a replacement. In my game, they are. In other games, this probably takes a while.
In other words, 8 days is probably not a very long time, but you should probably stress that 1 the trail will go cold if they wait too long and 2 they can craft while traveling. My group took the whole month in Ravengro, an extra week in Lepidstadt, made up the time in Ascanor and then spent almost two weeks traveling from Feldgrau to Illmarsh to Caliphas. Given that the WW have already skipped out on their main base of ops in Caliphas at the start of AaD, you can probably just imply that that is their fault for wasting so much time, thus necessitating all the difficult choices in dealing with the vamps in the next chapter.
As for the WW not having Raven's Head, that bothered me as well - mind you, I haven't done a deep read of the final chapter yet, so I may have missed something, but yeah, that does seem like a plot-stumbler. Of course you could also have a taunting message from big bad Adivion Adrissant to spur them on maybe backed up by a WW retrieval team or a Simulacrum of AA, pre-lichiness to emphasis his contempt.
There's a whole thread elsewhere with ideas on how to increase AA's presence, and having him harassing the players every time they start malingering sounds like a good place to start. IceTitan, I just read through your campaign journals and posts around this subforum, and I'm really impressed. Lots of good stuff there, I'm just sorry I didn't do that earlier, I could have used some of that in my campaign. I'll definitely use some of your AA stuff, including the part where he comes to Feldgrau to tell Auren Vrood to die.
Since we actually finished the fight with AV just last session, I'll allow them to see that in the visions from his head. That should puzzle them a bit. Now, I have a question for you. You said that you were remaking it to be a perfect weapon for an arcane caster, and I want it to be a perfect weapon for an Inquisitor. He's not an inquisitor of Pharasma, though.
So, when a character hits 0 sanity points they receive a random insanity from the GMG which I have access to. Does anything else happen? They don't seem to go unconscious as it isn't ability damage. It seems that, if cured, their sanity points are fully restored. If you only receive mental ailments from total sanity loss barring other sources like the spell does this mean that you can only have one random insanity from this optional sub-system? Granted that some ailments like amnesia are enough total loss of class abilities?
However it's equally possible to get off with a phobia of something and otherwise be fully functional despite having no sanity points. I think stark-raving-mad when I think of 0 SAN, nothing even approaching socially functional. Further, most of the ailments have a long onset so there's no real immediate effect of seeing such horror. This is less sanity-blasting and more shruggable-but-will-get-to-you-later. Maybe this is a feature and not a bug but I honestly think it should be both lest the whole Lovecraft angle be underrepresented as more annoyance than horror.
Carrion Crown - 04 - Wake of the Watcher
An ugly town, unfriendly to strangers and squatting amid the nastiest stretch of swamp in Ustalav, Illmarsh seems to breed rumor and madness, and those who speak of it always whisper of strange disappearances, misshapen shadows, and sacrifices to things terrible and forgotten. Can the heroes save Illmarsh from its tradition of terror? Or will they be the next victims of the horror from beyond the stars? Part 4 of 6 inspired by the writing of H.
PZO9046 4 Wake of the Watcher.pdf - Title
The only thing I'm a little sad about is that the Elder Thing is mechanically a little dull. I have an inordinate fondness for that moment of realization that the horrible tentacle monster is a thinking, feeling being. Regardless, I'm loving it. The elder things don't really have a lot of actual content to build rules abilities off of—in that way, they really ARE just people.
Print Edition Out of print. No one goes to Illmarsh. An ugly town, unfriendly to strangers and squatting amid the nastiest stretch of swamp in Ustalav, Illmarsh seems to breed rumor and madness, and those who speak of it always whisper of strange disappearances, misshapen shadows, and sacrifices to things terrible and forgotten. Can the heroes save Illmarsh from its tradition of terror? Or will they be the next victims of the horror from beyond the stars? Each monthly full-color softcover page Pathfinder Adventure Path volume contains an in-depth adventure scenario, stats for several new monsters, and support articles meant to give Game Masters additional material to expand their campaign.
Wake of the Watcher - Carrion Crown 4
PZO 4 Wake of the Watcher. By the end of this adventure, characters should reach 11th level. These rules can be found online as part of the Pathfinder. The OGL can be found on page 92 of this product.