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Hey all. So I'm designing a dungeon where the PCs need to acquire 3 coins to unlock the final door. The silver coin was already snatched up by a rival, so will fight the PCs. The gold coin is attained by solving a cipher puzzle. I'm having trouble thinking of how to challenge the PCs with the bronze coin though. I have a few thoughts. -The coin is cursed. As long as it is carried, the holder suffers penalties. I may even have it heat up, forcing them to rush to deposit it before it burns them alive.
Thanks for any suggestions. ![]()
Dancing Wind wrote:
Thank you! The basic shape is meant to evoke a pagoda, but one that is stylized and somehow off. I have a long document (90+ pages) describing it - stuff like magical defenses/traps, room descriptions, treasures, guardians, etc. This is how I described its appearance: "Rising nearly 100 feet into the sky, the tower tapers somewhat as it ascends, narrowing towards its peak. The architecture is almost pagoda-like in form, oddly angular in a way that creates a sense of tension. Though it exudes an undeniable air of malevolence, there is also beauty in its haunting symmetry." I love making weird, non-standard buildings like this. ![]()
Andostre wrote: Hey wow, that's beautiful. Nice work! Thank you friend, I really appreciate that. Nothing gets me in a flow state like cartography. Time allowing, I can easily spend 12 hours nonstop working on maps. It's therapeutic (except for the part where I don't take breaks and often don't eat, but meh). ![]()
So I finished this the other day. It only took me 10 years. Made the first version in 2015 in an earlier version of Campaign Cartographer, and have been sprucing it up ever since. This tower is located high on a lonely mountain peak and belongs to whatever magical BBEG needs it - currently, that happens to be the grandmaster of the Night Heralds. Some fun notes: despite it's massive size, the guy lives here by himself with only golems, undead, and bound outsiders as guardians. He has a banquet hall where he takes his meals alone (room 2); a world class kitchen that is completely bare because all his food is produced magically (room 11); a posh sitting room that he never utilizes (room 20); multiple guest rooms that almost never get used because he's too paranoid to let anyone into his sanctum (the only exception is his fanatically loyal bodyguard); a museum where he keeps his priceless hoard of relics and artifacts that he looks at once or twice a year when he's bored (room 21); and so forth. It's a lavish palace that symbolizes how empty the man's life truly is. The only room he really values is his sanctum on the fourth floor (room 35). There's a plush carpet with a mountain of pillows where he can sit and indulge in a wide range of narcotics, whilst staring up at the ceiling which, thanks to illusion magic, looks like a starry night sky with a shimmering aurora. Magical gamelan music fills the air. ![]()
Aaron Bitman wrote:
Oh man, the MK soundtrack - what an absolute gem that was. I remember listening to that CD as a wee Generic Villain on repeat until it drove my Mom mad. Great advice! Your song is good too, but it's not quite dark enough for what I'm going for. It's actually quite hard to explain what I'm going for, actually. I guess it's like porn - hard to define, but you know it when you see (hear) it. Still, thanks for sharing. (And speaking of MK - now I'm also listening to the Killer Instinct - Killer Cuts CD that came with the SNES game. What a treasure). ![]()
Hi hi hi. So I'm putting together a playlist for a campaign wherein the PCs fight bad spooky aliens (Dominion of the Black, to be specific). I'm going for a certain vibe: aspects of dark snythwave, prog rock, etc. I'm not good at describing music genres honestly. Here's what I have: Weird stuff. But I need more. Anyone have any cool, weird, creepy Ima-fighting-aliens music suggestions? Doesn't have to be like the previous 4 songs. I love variety. Needs to get the blood pumping though. ![]()
DeathQuaker wrote:
Yeah that's good advice. I tend to go a bit overboard with stuff like this. That said. My favorite maps to make are European/Gilded Age-type mansions. So nice furnishings, rugs, statues, fire places, staircases, the like. I also have a sprawling fortress inhabited by evil wizard-types (Night Herald cultists, to be specific). So alchemy-themed stuff, magical doodads, ominous/scary fare, astronomical devices, bookshelves. ![]()
Would either of you helpful folk have any recommendations on additional asset packs that are really useful? Like you Aberzombie, I love having a wide variety of stairs. But really, I'm an omnivore when it comes to symbols - I'll take anything if it's well-designed and appealing. Right now I have C3+, Character Artist, City Designer, Dungeon Designer 3, Perspectives 3, Symbol Set 1, Symbol Set 2, and Symbol Set 4 - Dungeons of Schley. I believe there are also things called Annuals that I can buy? I'm not sure how those work, I haven't had the time to research them yet. I haven't even had the time to install the thing for that matter, but soon. ![]()
DeathQuaker wrote:
I may just do that. My old CC2 maps are embarrassing, if only because of the sheer ugliness of being 90% black lines. After I install CC3, I plan on remaking a few of my favorite maps. Those might be worth posting. Thanks for the info on Perspectives. I could see that being neat for designing handouts and such. ![]()
Aberzombie wrote:
I was looking at the Annuals. I'm going to install what I have now and see how satisfied I am, but can definitely see myself springing for future additions. Especially if they're stingy with stairs. I like having a wide range of stair options. Aberzombie wrote:
I assure you it's not your old-man brain. Way back when I still used CC2, I did indeed figure out how to make custom symbols, but he process with utterly convoluted. Also the stuff I made was nothing compared to what the professionals produced. And now, 10+ years later, I have no intention of trying to re-learn that process. I'll just throw money at pre-made assets instead, thank you very much. ![]()
DeathQuaker wrote:
Many thanks to you wise DeathQauker, that was most informative. I am intimately familiar with CC2, and am glad that my hard-fought knowledge will carry over. I actually went ahead and bought the bundle including CC3+, Character Artist (don't think I'll ever use it, but hey), City Designer, Dungeon Designer 3, Perspectives 3 (huh?), Symbol Set 1, and Symbol Set 2. I also sprang for Symbol Set 4 - Dungeons of Schley, because it looked amazing. Thanks for the free asset link, it's much obliged. Now I just have to install this monstrosity. Between all the add-ons, I count ~20 different .exe files I'll need to run. But hey I grew up on CC, and if it's half as good as it looks and everyone says, that's a small price to pay. (That and the $175, but who's counting). ![]()
Oh, a second question if you don't mind my asking! Do you have any go-to sites for CC3+ assets? DungeonDraft has the Forgotten Adventures site for example, and I could always Google CC3+ assets, but since you've been using this software for a while, do you have any sound advice? I like to have many, many assets. 50 desks, 100 chairs, all sorts of statues, multiple floor/door/window types, magic doodads, toilet/bath fixtures, you name it. So if there's a really good source for my 3rd-party assets, I'd very much appreciate finding them. ![]()
Thank you Ser Zombie. Right now I'm leaning heavily towards CC3 because a) I already have a good handle on it, and b) it looks like I can do much more with it. For example, I like doing cutaway maps - a buddy who likes DungeonDraft told me that that program may not be a good option for cutaways. Also, DD has a long load time when you have a lot of custom assets loaded (I do). ![]()
Hello fellow gamers. I started making custom maps with Campaign Cartographer 2, and while it had a steep learning curve, and was a tad ugly, it got the job done. I stepped away from cartography for a while, but am ready to dive back in. I'm looking for thoughts, suggestions, and opinions on what cartography software is "best." I've narrowed it down to DungeonDraft and Campaign Cartographer 3+. I've played around a bit with DD, and also have ample experience with the earlier iteration of CC. I'm not concerned with learning curves - this is an obsession of mine, and I will spend an unhealthy amount of time working on whatever software I end up going with. At first glance, DD looks to be a simpler program to use and gets the job done, while CC 3+ seems to be more time-intensive and expensive, but also produces more visually pleasing maps. I'm at a crossroads. What do you fine folk think about these two options? Pros and cons for example. Any hidden flaws I might run into. Etc. etc. As an aside, I also use (and love) Dungeon Alchemist, but it's a bit too "shiny" for what I'm looking for in my games. Thank you for any advice you have! ![]()
Sibelius Eos Owm wrote: i haven't heard any word about Leng going away, but then I also didn't realize it was ever that important in 1e. The city of Yjae change may have been driven by other factors than the remaster and probably shouldn't be taken as evidence of a general trend in Leng lore... we shall have to see, unless perhaps someone else has heard something? Leng plays a fairly big role in Rise of the Runelords, as well as the fifth Shattered Star adventure when you travel there. Denizens of Leng and moon-beasts also play a major role in Strange Aeons. Aside from that, the Nightmare Realm pops up in several unexpected places. Yjae is one of them, as is the Wall of Heavens Mountain. I'm sure if I took the time to dig through sourcebooks I could find many more examples. My concern is that Pathfinder 2.5 has divested itself of all Lovecraftian Mythos stuff, and Leng is just one casualty. Are Cthulhu, Azatoth, and Nyarlathothep still established parts of Pathfinder? The Necronomicon? Or are they out too? ![]()
I am a big fan of Pathfinder 1e, and don't plan on switching over to 2e mechanics, but I do like keeping up with the lore of the 2e campaign setting. I know there have been a lot of changes, and most of them make sense to me. But apparently the Nightmare Realm of Leng is gone now? That confounds me. There's no WotC IP conflict there, and Leng had a massive role in Pathfinder 1e. It's also a really cool, interesting place. Is there any word as to why it's been written out in 2e? I'm not even 100% sure that it has been disposed of, but it certainly seems to have been. I only noticed because in the Tian Xia World Guide, the Shory city of Yjae is now being invaded by some oni. In 1e, the city had a Leng incursion. Apparently Leng is now legacy content? Sigh. ![]()
Hey all. I've been playing tabletop games my entire adult life (as well as much of my pre-adult life), and love these games. I play multiple times a week as both a player and GM. Many of my friends are also tabletop gamers, and we have a great little community that I am very fortunate to be a part of. Of late though, I've developed an interest in getting brand new people into the hobby. The folks who are curious about TTRGPs, but for whatever reason, haven't tried the game themselves. I'd absolutely love to GM a group of people brand new to the TTRPG experience. I think it would be a blast. I've taught Pathfinder to many people over the years and it's always been a rewarding experience, but those people were always familiar with at least one other system (usually 5e). This is an incredible hobby with so many upsides, but I also know that, from the outside looking it, it can be very daunting and mysterious. Problem is, I'm not sure how to find these TTRPG-curious. There are dozens of ways to find new players who are already experienced in the game, but I couldn't find any resources for recruiting those who are brand new. These days I almost exclusively play online, but I think for brand new players, a face-to-face game would be better and more rewarding. Plus, if I can find a player who is a bit lonely or socially isolated, I think in-person would be a great option. Does anyone have any advice/suggestions/thoughts/experience in this regard? I'm thinking of contacting some community outreach programs in my area, but that's my only idea right now. ![]()
Toshy wrote:
Yes, I agree with you here absolutely. Right now my only really interesting boss fight is with the mad flesh golem and columns of frozen lightning. This is what I have: Check: A DC 14 Knowledge (arcana) or Knowledge (nature) check identifies the threats posed by the frozen lightning pillars.
The PCs will be 6th-level, so these are definitely doable checks to make. I will also probably describe how the electricity seems to be flowing into the golem, and each zap seems to fill it with both power and frenzy. In the case of the final battle with multiple life bars, it will be very clear to the PCs that they have entered a new "phase" of battle. I'm still planning this one out, but it will be incredibly explicit. Love the description of the Dark Tapestry ritual by the way. Funny, because that's the entire focus of my campaign - Night Herald cultists toying with forbidden occult space magic. ![]()
Toshy wrote:
Yeah, I suppose breaking wasn't quite the word I was looking for. For example, in the case of a boss with multiple life bars/phases, there's nothing in Pathfinder rules that allows for that per se. But it's a classic boss fight mechanic and I plan on using it for my final boss fight. I've been watching videos from Matthew Colville, and he has some excellent advice. As he put it once: the rules are there for the players, not the bad guys. That's heavily paraphrasing, but his advice was not to allow rules to limit the GM from cool, awesome storytelling. For example in PF 1e, only a very high-level necromancer can create and control interesting undead. But should that stop the GM from giving his low-level necromancer villain a mummy or wraith servant? No. There doesn't need to be a mechanical reason why the 7th-level necro has such a (relatively) potent undead under control. It will be a cool encounter - enough said. In the case of legendary/lair actions, I've picked 4 very important climactic fights in my campaign wherein the bad guy will have these. I haven't settled on exact mechanics yet, but I like your Planetarium idea of effectively giving an inanimate object an initiative. Splitting initiative with multiple attacks is also a clever way to do it, especially with something like a dragon. I'm sick of throwing one single powerful foe at the PCs, and having one of two results: either it shreds the PCs, or far more often, the PCs kill it before it can get off more than a round of actions. That's not how I want my dragon fight to go. It should be tense and epic. My goal in all this is to make things interesting, fun, cool, and novel, both for me and my players. I'm definitely not trying to "beat" them. Just challenge them in a way that they'll hopefully find memorable. ![]()
Thanks Toshy, those were great. I'm adding them to my notes - I can definitely use some of those (especially Hell's Bells and the Planetarium). Chicken Raft sounds like a blast. I had a friend give me some really good ideas as well: add "exploding barrels" that the PCs or bad guys can blow up to damage everyone within range; a multi-stage boss fight where the boss has multiple life bars, and each iteration has a unique suite of abilities and fighting style (this was done in Baldur's Gate II: Throne of Bhaal in the Sendai fight, she animated statues of herself, each basically a different "aspect" of herself); a duo of enemies where one gets stronger when the other dies (Dark Souls' Ornstein and Smough). I realize a lot of this stuff is video-gamey and not technically supported by Pathfinder rules, but rules are made to be broken right? I've also taken notes on the combats run by Brendan Lee Mulligan in his Dimension 20 Youtube show. That man is an absolute genius, and many of his combats felt as much like puzzles as fights. ![]()
Hi all. So I've GM'd a while now, and I'm getting bored of the standard combat format: walk into a room with bad guys, everyone roll initiative, hack away at each other until bad guys are invariably dead, move on to next room, repeat. So in a campaign I'm currently writing, I want at least 25% of the combats to be unusual or dynamic in some way. I know "unusual and dynamic" isn't super descriptive, but my examples below will hopefully illustrate what I mean by this. I'd love to hear how other GMs have pulled off memorable combats. Ones that made the players think, kept them on their toes. Any advice or anecdotes would be much appreciated. I'm also mining memorable video game battles for ideas. Additionally, I'm seriously considering adopting legendary actions and lair action from D&D 5e. I'm about 1/5th of the way through writing the campaign, and I've set up some (hopefully) interesting combats. Will they work? No idea. But here's my "interesting" combats so far. Example 1
Example 2
Example 3
Example 4
Example 5
Example 6
If the PCs can disable 3 columns, the sentient flesh golem comes to its senses and ceases its assault. It can even be befriended as a long-term ally. ![]()
WatersLethe wrote:
Yeah, without the Aucturn Enigma context mentioned above, it definitely would be fillery. But I'm seeding the number 11 (and also 56) throughout the campaign, so it wasn't just some arbitrary choice on my part. ![]()
Claxon wrote:
I absolutely hear you on this. And normally I would agree, but there's some details about my campaign and players that are salient. I'm trying a lot of new things - I've gotten bored running "standard" campaigns, so for this one, I'm including a lot of elements I've never used before. This is a Pathfinder 1e game for context. I am utilizing rules for corruptions, factions, and some homebrew stuff that I think/hope will be neat. I'm also seeding some very non-standard and unusual combats into the mix. I have no idea if any of this stuff will work; I'm throwing a whole lot of mud at the wall, and hoping some of it will stick. I want to experiment and get out of my comfort zone as a GM, while also getting my (seasoned) players out of their comfort zones. If it becomes clear one of my ideas is a dud, I'll drop it. Regarding this riddle, it is purely optional. The PCs may not even engage with the sphinx. If they do, she will offer five riddles, and the players will have 7 tries to answer them. If they solve at least 3 riddles, the sphinx gives them some juicy (but not plot essential) information. If they solve all 5, she is impressed and gives them a bonus prize. There's no penalty for failure. That said, if the players are struggling, I will probably allow an Intelligence or Knowledge check to give a hint. Dragonchess Player wrote: As always with any "gate" challenge, I would recommend keeping the Three Clue Rule in mind. Oh that's good advice. Thank you! So more context: my campaign revolves around the Aucturn Enigma. The number 11 is closely associated with the Enigma. I've decided to change the last line to "Aucturn’s secret in numerical lore." I won't outright tell the players that Aucturn is the 11th planet from the sun, but if they poke this clue enough, I'll mention it offhandedly. Additionally I remembered that earlier the PCs find a Bad Guy Journal handout, written by a cultist who has gone bonkers. For fun, I replaced any instance of two Ls with 11 instead. So instead of writing "All your bases are belong to us," it would be written "A11 your bases are belong to us." It's subtle but happens often enough that I'm fairly sure at least one player will notice it. So... I guess I just need one more clue. ![]()
Okay, this is my revision. I've swapped out "mirrored" for "palindromic" because that's the actual mathematical term, and changed "Symmetry's secret" to "Aucturn's secret." This campaign heavily involves the Aucturn Engima, and the PCs will have heard of the planet before meeting the sphinx, so if they're stumped I might offer an Intelligence check to hint that Aucturn is the 11th planet in the solar system. Anyway, revision: In palindromic whispers, a duo aligned;
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thenobledrake wrote:
To your first point, the AI's original riddle used the word palindromic instead of mirrored and I changed it because I was afraid it would be a bit too wordy, but palindromic is the more accurate term. Also yeah, I see what you mean about it seeming a tad forced just for the sake of a rhyme. I may have to drop that. *Workshopping time* ![]()
MEATSHED wrote: The main issue is that the first line and last lines focus on 11 being symmetrical which is very dependent on how you write 1s. This makes a weird thing where the only 2 relevant lines are the middle two. Hmm. That's a good point. I'm not sure how to rectify that, but I'll give it some thought. ![]()
Hi all. This isn't a rules question, but I'm still in need of advice. I'm writing an adventure where the PCs will meet a sphinx. The sphinx will, naturally, ask the PCs a series of 5 riddles. The first 4 are fairly classic ones, but I wanted the final riddle to be tough. And I'm not clever enough to write a good riddle so I turned to AI. This is what I put together after a few tries. Is this riddle too difficult? If so, are there any good ways to simple it up a bit? Important note: the answers to all five riddles are plot relevant, so I can't just pick another challenging riddle that has a different answer. So: In mirrored whispers, a duo aligned;
Answer: 11 ![]()
Hey all. I don't know how many people still play 1e, but I sure do, and I have found something enraging. Mostly because it's so cool, but so difficult to understand. That would be the Psychometabolic corruption. I have issues with two of its manifestations. The first, called psychometabolic blast, reads: "You gain the kineticist’s kinetic blast class feature, as well as the telekinetic blast wild talent. Use your manifestation level as your effective kineticist level to determine the effects of these abilities. If you have the elemental focus (aether) or expanded element (aether) class ability, you instead gain a bonus on damage rolls with your telekinetic blast equal to half your manifestation level (minimum +1)." I can understand most of that. However, my issue is: what is the cost for using this ability? All the other gifts from the psychometabolic corruption use psychometabolic points, but as written, it looks like this ability can be used at will. I assume it is meant to cost 1 point, or be used a limited number of times per day, but who knows. Second and bigger issue comes from mind blast, which reads: "When you use the telekinetic blast gained from the psychometabolic blast manifestation, you can spend 2 points of psychometabolic power to use the telekinetic force to wreck the mind of each creature targeted. Instead of you rolling to hit targets with your blast, each target can attempt a Will save (DC = 10 + half your manifestation level + your Constitution modifier) to try to negate the damage and any infusions or metakinesis abilities applied to it. When using this ability, your telekinetic blast is a mind-affecting effect." I have several issues with this. First, it notes that the user "wrecks the mind of each creature targeted," but a kineticist's blast only has a single target. Second, you're paying 2 points to allow your (singular) target to make a relatively low Will save to avoid the damage? Instead of just making an attack roll that would come from the psychometabolic blast? That seems to very underwhelming, especially with the flavor text of "wrecking the mind" of your targets. I know this is a long shot and probably won't get many bites, but I'm using this corruption (or more likely, a heavily modified version) for a game I've got coming up. Anyone have any thoughts, suggestions, ideas? Thanks. ![]()
Castilliano wrote:
Oh that's a good one. Especially since I remember reading about a forest there where the trees ain't all trees. Thanks! As for statuses, I already gave the PCs random magic items to protect them from Aucturn's poisonous atmosphere, but that place does screw with people in multiple other ways. They're already going insane (part of my campaign involved all PCs to be affected by mind quakes early on), but iirc, Aucturn also physically mutates people. Would be fun to have a character spontaneously turn into a gibbering mouther for a few hours, with no indication I'd turn them back. Xenocrat wrote:
The funny thing is, Carsai would absolutely be opposed to my villains. The Dominion of the Black (the Night Herald's fascination/fetish) is basically at war with Nyarlathotep. My PCs would 100% try to recruit Carsai, heh. Hmm, actually that would be a great "deal with the devil" scenario. Have Carsai offer some boon, but at a terrible price. ![]()
I have mild-to-moderate anxiety, am on meds and see a therapist regularly. It's a lifelong thing, nothing crippling fortunately - more of a constant background hum that sometimes becomes severe, but for the most part is under control. I've been tabletop gaming for decades, usually as a GM, and while I'll stress out about it, it's usually "normal" stress. For example worrying about a problem player, whether my work is up to par, if everyone is having fun, stuff like that. And never overwhelming. For the past year or so, I've been GMing largely online. There are a ton of upsides. I love Roll20 and find it very adaptable, it saves me a lot of legwork, is more convenient, and of course allows everyone to socially distance. The downside is the lack of face-to-face interactions, but honestly that's a minor drawback for me at best. I'm an introvert and like being able to have fun with friends while also not leaving my house. Best of both worlds. So here's the weird part. We play weekly, and I began to notice that my mood would drop a day or so before the game was scheduled. Nothing major at first, but enough that I definitely took note. A small voice began telling me to cancel the upcoming game, which I did once or twice while claiming illness or whatever. Lately though, within the past few months, things have gotten drastically worse. The hour or so before I go live with a game, I've been overcome with anxiety. Racing heartbeat, rapid breathing, and worst of all that terrible stabbing pain in my stomach that so often accompanies an anxiety attack. It's never reached a full-blown panic attack, but I'm starting to worry it might. And it makes no damn sense. I've been doing this for decades, I've known my players for many years and they are awesome, and anxious though I am, I've never had more than mild stage fright. It's getting to the point where I'm ready to take a break from GMing for my own sake. I practice breathing exercises, grounding techniques, the works, but no results. The only thing that helps is smoking (not cigarettes), but the trade-off is, when I'm intoxicated even somewhat, my quality as a GM suffers. At least it takes the edge off the anxiety though. And yet another weird thing - within maybe 10 minutes of actually starting the game, the anxiety just washes away and GM-Me takes over. All is suddenly well and I'm fully immersed in the game. But those hours leading up to the game itself? Getting to be downright hellish. It's incredibly frustrating. I love this game more than most of my extended family (a low bar considering the people I'm related to, but still) and want to keep doing this for as long as I can, but damn. So who else has found their mental health (whether or not it's anxiety) negatively impacting this awesome hobby? How do you handle it? Or if anyone else wants to just vent like I did for the past several paragraphs. Sigh. Take care of yourselves everyone. ![]()
The Raven Black wrote: From what I read, in Starfinder, Aucturn is a nascent Outer God. Maybe that can help. I like this one. I was thinking something along these lines, such as an avatar of the sleeping Aucturn rise up from the ground. Some high level aberration like a hundun. Have it speak it weird cryptic nonsense, garbled prophecy, etc. Or maybe the PCs find their path blocked by a herd of the mosquito things that feed on Aucturn's black blood. As they prepare for combat, suddenly a massive canyon opens up beneath the beasts swallowing them whole, then seals back up. Followed by a very satisfied belch. ![]()
I'm not sure I'm posting in the right place, but it says advice, which I need, so here it goes. I run an online campaign where the Night Heralds are the villains. For those who don't know, Night Heralds are a cult of fanatics intent on summoning alien horrors to Golarion. Your basic Lovecraftian lunatics. We're reaching the climax of the campaign, wherein the primary villain - a high-level sorcerer - has teleported to the planet Aucturn to perform a ritual that will cause Super Not Good Things to happen. The PCs have just found a one-way portal to Aucturn and are about to dive in and hunt him down. Simple enough. I wrote out my penultimate adventure and was fine with it at first, but looking over it, I realize it's mostly just 2 combat encounters. My adventures tend to only last about 2 hours and I have to limit combat as a result, so this is normal. The problem is I am having serious trouble thinking of non-combat stuff for the PCs to do on Aucturn. Aucturn is a bizarre, alien nightmare world, and I really want to drive home just how insane the place is. This is where I'm stumped. I've read up on all the Aucturn-related material I could find such as the Distant Worlds Auctun section, but am still drawing a blank. Some combination of writer's block and a lack of creativity on my part. So does anyone have any ideas? Specifically, ones that will inspire roleplaying. My campaign is very much a sci-fi/cosmic horror, and to emphasize I'm trying to drive home just how utterly alien the place is. I want the PCs to feel completely isolated in this hellish but very cool set piece, while also highlighting some of its many idiosyncrasies. I already have all the combat encounters in place so I can't add more of those. The PCs are 14th-level right now, if that matters. Thanks for any suggestions. *Edit: To be more specific, I'm trying to think of anything cool. Roleplaying encounters with the natives, spooky/mindbending occurrences, hazards - basically anything that will make my players treat this place as more than just a hack-and-slash gauntlet. ![]()
Also I know that the PCs will likely never stop to question why they're able to breathe in an enclosed subterranean dungeon. Ever. But I have OCD and an obsessive attention to detail. I always include stuff like methods to produce running water, laundry rooms, and other boring but necessary features. ![]()
vagrant-poet wrote:
Hah, it's funny you mention both these. From my campaign: "Additionally, several dozen bricks in these depths have been enchanted, essentially functioning as magic items that cannot be moved without destroying them. They function at caster level 3rd and radiate faint transmutation auras if such is detected for. These bricks magically refresh and circulate air in the Veinstone Citadel, and while it tends to be on the stale side, it is quite safe to breathe." "...and despite the lack of windows, the air is fresh and flowing. This latter feature is thanks to a number of ingeniously built air vents that keep fresh air moving throughout the vast fortress, helped along by minor magical enchantments that draw air into the compound." ![]()
So I've been playing a Pathfinder game focused on the Night Heralds, whom I've heavily developed. I threw together some fiction. If anyone's interested, here's a short story. Basic synopsis: big evil wizard Orlassk Belshain kidnapped the good guys, who managed to escape. Orlassk is the master of the Night Heralds. Three of Orlassk's top agents (Adelita, Harshom, and Maukui) departed in hot pursuit of the players without Orlassk's command. As for the story itself, another of Orlassk's lieutenant, a half-elf guy named Ghartone, rushes into Orlassk's private dining room to inform the boss of this escape.
I think I'll add me Night-Herald fiction from the villains' perspective in the future. Hope ya'll enjoy.With no further ado: The Escape
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I'm a stickler for details. Obsessively so, in fact. My fortresses and strongholds always have ample storage space, pantries, a well, occasionally running water, a laundry room, workrooms, etc. But there's one stick in my craw: how can a fully subterranean, largely self-contained dungeon maintain fresh air for the occupants? I have limited knowledge of airflow in closed subterranean places from reading about oldschool coal mines, and have two solutions: Solution one: the occasional brick in the dungeon wall is enchanted with transmutation magic to purify the air in the vicinity. Option two: discrete vents reach to the surface, and minor magic pulls in air from the outside and circulates it in the dungeon. Yes, this is incredibly (perhaps overly so) obsessive on very minor details, but that's the stuff I love. Has anyone given thought to how the air in their deep, sealed off dungeons stays fresh and breathable? My third idea was to have a plant/algae/fungus farm to function as air purifiers, but the two dungeons I'm working on lack space for such a thing. So yeah, there's my obsessive details-oriented quandary. Any thoughts or suggestions are welcome. Thanls. ![]()
"The oldest and most prestigious magic academy in the world is the Magaambya, an ancient institution founded by the greatest wizard the world has ever known." Xanderghul, Sorshen, Tar-Baphon, Nex, Geb, Arazni, and Aroden's eyes all collectively twitched a bit when they heard this. Jatembe is certainly high-ranking, but methinks there's some pro-Magaambya bias partisanship behind this statement. ![]()
Andostre wrote:
Ah, that would make a lot more sense. Thanks. ![]()
So I've Googled around, but can't seem to get the mechanics of it. I'm referring specifically to the dome aspect of modern observatories. Looking at them, they only open a side slit in a fixed location. Hard to explain in words, so here's a good picture. Looking at those observatories, it looks like the telescope is in a fixed position and can only observe part of the sky. Can the entire dome spin to allow the telescope access to different quadrants of the sky? Or are observatories all fixed in place? Any explanation and/or links would be greatly appreciated. Thanks! ![]()
Fumarole wrote:
Would someone be so kind as to point me towards Eric Mona's super dungeon? ![]()
James Jacobs wrote:
Awesome, thank you for the info. I'm not expecting a Dominion AP (as amazing as that would be...), but I'll definitely keep my eyes peeled for the 2021 Dominion madness. ![]()
I've always loved the Night Heralds and Dominion of the Black - it's probably my single favorite thing about the Pathfinder campaign setting. That said, information on the former has always been sparse. The most we have is a small write up in Occult Mysteries and the 2nd-edition playtest Doomsday Dawn. Doomsday Dawn effectively saw the end of the Dominion of the Black's threat on Golarion. So I was surprised to see that the Night Heralds are still very much active - they even have their own symbol and write up in the new Core Rulebook, and are apparently still active in Osirion. I'm curious about a lot of Night Herald/Dominion things, and I'm actually getting kind of excited by the gosreg creature in the 2nd edition bestiary. Not only does this suggest that the Dominion is still being fleshed out, but the sidebar suggests that the Doomsday Dawn was only phase one of the Dominion of the Black's plans to invade Golarion. Now that Night Heralds are an official faction with a nifty symbol and everything, and we continue to get Dominion monsters and references, does anyone have ideas/plans on using either in their future campaign? I've been designing a Night Herald campaign on and off for over a year, and I know people on these boards are nothing if not a great source of inspiration. For my own campaign, I'm ignoring a large chunk of the Doomsday Dawn adventure. In my opinion it retconned too much of the original story. Without too much complaining, it relegated the Four Pharaohs of Ascension to puppets of Ramlock, didn't mention any of the 11 gifts given by the Dominion (other than the Last Theorem), and changed the Night Heralds' motives from a nihilistic urge to be absorbed brain-first by neh-thalggu, to seeking out Countdown Clocks as a means of protection against the coming apocalypse. So yeah, if anyone has any thoughts, ideas, suggestions or the like, I'd appreciate it. This part isn't necessary, but in case anyone wanted to know... Campaign Info:
For my own campaign, there was no Ramlock and the Four Pharaohs were the initial point of contact between the Dominion and the people of Osirion. I may still have the Countdown Clocks active, ticking towards a new period in the unknown future. The focus will be on the four regions mentioned in Occult Mysteries where the Night Heralds are based (Osirion, Numeria, Ustalav, and the Sodden Lands). The primary villain is the unofficial head of the Night Heralds and operates out of an ancient Lirgeni observatory-fortress in the Sodden Lands. He has a tooth from Tychilarius and is waiting for the right time to attempt the ritual Waken the Drowned God to let the poor fellow out of its prison, because his previous servant failed (as detailed in the Dark Tapestry literature way back from the Reign of Fire Adventure Path). Meanwhile, he's coordinating with a mummy lord from Osirion's second age, and it's her job to try and forge a portal between Aucturn beneath the streets of one of Osirion's big cities.
Also now that I think about it, are there any sources I'm missing about the Night Heralds/Dominion? The following are big ones: Occult mysteries (Midnight Herald description)
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