Sandy petersens cthulhu mythos for pathfinder pdf free download






















Ghoul Island is a full campaign, taking your adventurers from level 1 to level It will be published in four volumes, each a separate act. The first act, Voyage to Farzeen, will take PCs from 1st level to 5th. It begins with a mutiny and ends in the underground tunnels where our adventurers discover an ancient temple dedicated to a horror thought to have been vanquished long ago!

Ghoul Island can easily be introduced into any 5E fantasy campaign and setting! In Yig Snake Granddaddy, the new Cthulhu Mythos for 5e campaign, evil serpent folk seek to bring back prehistoric times, complete with pterodactyls, dinosaurs, and other monstrous beings. In Land Out of Time, the first act of four, your player characters adventure into the wilds of Yilan, a primeval wilderness infested with carnivorous slime molds, gigantic crocodiles, and other lost horrors.

The heroes encounter an evil serpent wizard, who prepares for an evil ritual beyond belief. Betrayed, marooned, and hunted by super-intelligent enemies, can the heroes even survive, yet alone prevail? Get the full set now with free shipping! In Dark Worlds, the new Cthulhu Mythos for 5e campaign, You and your friends become unwitting pawns caught up in the blunders of a mad ruler.

His insane attempt to curry favor with the dread Fungi from Yuggoth results in your being teleported across space to the nightmare world of Yuggoth. The ritual keeps you alive … for now. But how long will its effects last? Your only hope is to track down the wizard Mustafo who was transported along with you, and who knows the spell of return. Unfortunately, Mustafo has been taken by the Fungi for their dire purposes and your attempt to rescue him have drawn their attention ….

In Act 2: Nithon, you traverse the Radiation Wastes of Yuggoth, encounter creatures and hazards from nightmare as you seek the Forest and City of Nithon. Here lies the Green Pyramid of the Watcher. The Pyramid awakens before your eyes, and you must explore its fearsome depths. Meanwhile, you are in constant threat of being caught up in the battles raging between the Watcher and its spawn versus the Fungi war-cyborgs. Plus, you learn of a lost colony of gnorri here so far from your world.

Can you reconcile the Zepzeg, the Gnorri, and your own goals? Negotiate with an antediluvian entity of enormous psychic power, assist the Gnorri and the Zepzeg to forge alliances to help you in the difficult strife ahead, and find the awesome grimoire detailing a weapon of unthinkable might.

Returning to Yuggoth, you find that the Fungi have not been idle in your absence. An epic sacrifice allows ingress to the Pyramid, and you are ultimately led into the Null dimension and confront a being of mindless destruction. The campaign ends by giving you a choice with repercussions that echo across the galaxy.

In Act 1: The Sleeper Rising , you and your fellow heroes are caught between the religious police and a cabal of hidden cultists.

Recruited by the king of Axphain, you must begin to root out the cultists. You discover a network of tunnels converging on the Royal Place, which leads to high-stakes intrigue and investigation. Yet, this is only the beginning — volume 1 of The Big Sleep — an entire campaign devoted to exploring the terrors and wonders of the Great Old One Tsathoggua — the Sleeper. You follow a pilgrimage of cultists through a deadly forest, to an enchanted mountain, hollow within.

From there you must penetrate and escape a fortress of sub-human bestial horrors. Eventually your heroes enter the neighboring, not-yet-blighted Kingdom of Yetive. In Act 3: The Fate of the Empire , you and your heroes now seek assistance from the mountain kingdom of Lorenz, but King Leo proves troublesome indeed. Unfortunately, his secret dreams and weaknesses threaten your mission, and your heroes must flee on Pegasus-back in an exciting aerial chase against winged nightmares.

Your heroes make their way to the imperial capital, but the court is in turmoil. Can you organize and unify the empire?

Can even the massed forces of humankind stave off the looming disaster? Or is all the world fated to end up in the gullet of the monstrous Sleeper — Tsathoggua himself. Your heroes must delve deep into the caverns whence the Great Old One emerged. Here, you encounter ancient subterranean civilizations and primordial beasts. Only you and your heroes have the skills to obtain it, and the knowledge to use it. But Tsathoggua is also aware and alert — will you be ready for the final showdown with the titan itself and its army of slithering monsters?

In Act 1: The Jitters , a cursed play from an infamous playwright sows disaster wherever it appears. It has surfaced in the ancient city of Tiarazan to spread its malignant influence like the plague. Enemies seen and unseen oppose the characters and seek to forever change Tiarazan.

In Act 2: Stage Rehearsal , it began with murder most foul. Two families of prestige, power, and influence. A shadowy group of zealots and an addled troupe of entertainers. At the center of it all, a masked figure intent on bringing a forbidden play, The King in Yellow, to the city of Tiarazan. The Yellow Sign, now emblazoned upon the moon, shines down upon Tiarazan and spreads the vile corruption of the King in Yellow.

With each passing hour, the machinations of a young aristocrat threaten to topple the city and given time, threaten to bring the entire world to madness. Everything comes down to a race against time, a dangerous visit to a mansion trapped between worlds, and a journey to a murdered world to face the powerful messenger of a Great Old One. An intelligence older than the stars, nigh omnipotent and omnipresent, has taken notice of the intricate plots eating the city from the inside, and with its attention its presence is felt.

Can the Heroes of Tiarazan stave off the return of the vilest of Great Old Ones and save the city one last time, and with it the world? Pathfinder 2nd Edition The Pathfinder 2nd edition is a massive pages! Buy Now. What's In the Book? Everything from the original Pathfinder SPCM in the 2e system Lots of new art, including dozens of illustrations commissioned for this book New Great Old One stats, including: Nodens and the Watcher of the Green Pyramid New monsters, including the elder thing polymath, gnorri sculptor, gug brute, mi-go thinker, elder shoggoth, and yithian sage Dreamlands cat fighting styles New feats New traps New alien technology and magic items New spells The page count is Want a Sample?

How about 38 pages! German Edition. Italian Edition. Spanish Edition. French Edition. Dark Eye Edition Now Available! See the Results! Cthulhu Mythos News. September 30, September 1, Dark Nurture Adventure Hook July 7, July 1, Write an Adventure Hook for us! June 30, The Prey June 28, June 25, Monster of the Month: Mutant, Adept June 23, Act I: The Jitters June 22, June 17, Mini Offer of the Month June 16, June 15, Act 1: The Jitters June 14, The Long Forgotten Tomb June 11, Act 1: The Jitters!

June 8, Are you into 5e Roleplaying? June 7, Have You Found It? June 3, May 31, The Dead Against the Dead May 30, May 29, May 28, Watch the Rotting Servitor Come to Life!

May 27, Mini Offer of the Month May 25, May 23, May 22, Nightmares I Coming This Summer! Nightmares I Available for Preorder Now!

May 21, May 19, May 18, Monster of the Month: Rat-Thing May 16, Mini Offer of the Month May 14, A Study in Wickedness May 13, May 12, This massive page tome contains over monster stat blocks, dozens of which are Cthulhu Mythos monsters that have never been described for Pathfinder — including new rules for interacting with 25 different Great Old Ones and Outer Gods they are much more than a simple encounter!

This tome is much more than a mere bestiary, however. If you like Cthulhu, Pathfinder, Monsters, and Madness, you need this book!

When the stars are right they will rise, and once again walk this Earth. In roleplaying games, one player takes on the role of the gamemaster or Keeper, in Call of Cthulhu , while the other player s assume the roles of player characters investigators, in Call of Cthulhu in the game. The gamemaster also acts out the roles of characters who aren't being guided by players: these are called non-player characters NPCs. Virtually all rolls determining success or failure of a task are determined via the roll of percentile dice.



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