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So, my players will soon be going to Leng. They've got one more quest they're finishing up tonight and then after that, it's moving into endgame. They're going Leng because one of the players has become obsessed with it (at this point, I'm ruling behind the scenes that he's thought about it so much that he's attracted the attention of Nyarlathotep and it's planted a suggestion in his brain that he's coming there). He's justifying it by using a prophecy that they will find the phylactery of the Lich who's been the running villain of this campaign "in a place none living remember." So, he's thinking they need to ask someone who's not living and has decided that means that they should talk to the ghouls of Leng. The other players' characters aren't so sure this is the correct approach, but they know that the sorcerer is going to go to Leng either way because of his obsession and they're basically going along to try and keep him out of trouble.
One of the encounters that I've had set up is that they're going to run into a village near the entrance to Leng where the people there worship Chaugnar Faugn. From what I understand of my research, Chaugnar Faugn is a lesser great old one (he was actually defeated in the book where he was created - true, by some bullshit sci-fi tech that reversed entropy, but he was still defeated). But it was also made clear that Chaugnar Faugn had dozens of copies of himself all around the world and each was linked together, so I'm treating Chaugnar Faugn's physical representations of himself as avatars - a bit like Nyaralthotep, except that each avatar is the same instead of a different form. This means that each avatar is significantly less powerful than the rest of the great old ones, but his spirit, which holds the greater amount of his power, is basically unreachable by normal means. There character's are going to be either level 15 or 16 by the time they get there. There's no entry for this old one that I can find (I find it a bit funny that the entries contain a really obscure one like Ran Tegoth, but don't have some of the more well-known ones, but whatever). So, I made my own. I want a few suggestions on where I should put his CR. Once I've got that set, I can adjust his stats to account for whatever level the players are at when they reach him. Some notes, his HP and AC might be a little low for what I've currently listed his CR at, but I figure this is counter-balanced by his primary attack strategy to be grapple/pin (using the greater grapple feat) and then drain his victims, which gives him temporary HP, so his actual hit points can go up on top of having his other defensive abilities. Plus, there's that unspeakable presence that leaves people shaken if they make their save, panicked if they don't. Anyway, here are the stats Avatar of Chaugnar Faugn CR 16
DEFENSE
OFFENSE
Spell-Like Abilities (CL 20th; concentration +29)
STATISTICS
SPECIAL ABILITIES Drain (Su)
Blessing of Chaugnar Faugn (Su)
Immortality (Ex)
Unspeakable Presence (Su)
Curse of Chaugnar Faugn
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So, earlier in the campaign, the players had an interaction with a noble who dabbled in magic and accidentally summoned a chaos beast. Now, a couple months later, I'm making a callback. The noble's mistakes left the door open for more chaos creatures to come through, and now there's an imentesh wandering the city causing mischief. If the players talk to it, it will at one point ask them if they want to know a secret. If they do, I roll a die and determine what it does randomly.
1. It will paint a picture while singing a song in its own language. It will transform nearby objects into the canvas and paint to do this. After it is done, it will vanish, leaving the painting behind. Attempting to study the painting requires a person to make a DC 21 will save, or fall into a rambling fit for 1d4 hours. Those who make this save gain a +1 insight bonus to initiative (1-25%), a +5 insight bonus to linguistics (26-50%), will learn the location of an Amulet of the Planes (held by a Frost Giant Jarl in the mountains of Frjoslheimr, 51-75%), or gain 5 bonus hit points (76-100%). The effect is determined randomly for each player. The painting will turn back into the objects it was made from 12 hours. 2. It will reach into their body and remove their soul, then fly with it back to Limbo, where it will take the soul on a journey that lasts half a life-time, but to the rest of the party, only takes about a minute before the protean returns the soul. The player in question must make a DC 21 will save, or have their alignment shift one step closer to chaotic neutral. The journey costs the player 2 points of wisdom that cannot be restored by any means short of wish or miracle, but they gain two points of charisma in exchange. 3. The protean will say, “Azuran, The Cruel likes things to be organized in even numbers, or in multiples of five.” If asked for more information, it apparently doesn’t even know who Azuran, The Cruel is and is confused as to why they are asking it such questions. 4. The protean shouts “Well, I’m not telling!” and then flies away laughing like a maniac. 5. The protean says something in its own language, which the players cannot understand, but which makes them feel queasy and nervous (treat as sickened for as long as they remain in the protean’s presence). It will refuse to repeat itself and be annoyed if they ask it to. 6. The protean will offer them a hand mirror and ask them to look into it. If they succeed a DC 21 will save, they can make the mirror show them any one thing they want to see. If they fail, they will see a vision of the Maelstrom, causing them to act as if confused for 1d4+1 rounds. 7. The protean casts polymorph any object on the player who answered yes, turning him into a random animal to give them a new perspective. The effect lasts until dispelled, or until it wears off. If they make their fortitude save, it will respond with, “Well, if you didn’t want to learn a secret, then why did you say yes?” 8. The protean will reach forward and put a hand on their head. In a flash, they will suddenly know the exact route they need to take to find the dreaded Plataeu of Leng, and where the entrance to the catacombs beneath it are: legend says the secret of eternal life can be found there. 9. The protean will chortle evilly and disappear. That night, it will appear in the dreams of the player who said yes and will sing a song. When they wake up, they will not be able to remember the words of the song, but will feel as if it contained some deep, powerful secret that could solve a major problem in their life. 10. The protean will go into a lengthy spiel of mathematical formula. It speaks rapidly, but coherently and players listening must make a will save of 21 or be fascinated by this. It goes on for long enough that anyone listening gets lost. The only thing they can be sure of is that it all ends with “= 0.” I plan on rolling a d10, but they can potentially have multiple encounters with this creature and as not all of its actions are hostile, it may ask them this question more than once, so I'd like to have some other options to replace items already rolled so nothing occurs more than once. Do you folks have any interesting ideas? I'm sure you do. ![]()
I haven't read through everything you've put out so far and I don't have time to do it now. And I don't expect an answer right now, either, but this is just something that's been a problem I've had with D&D/Pathfinder since I started playing it and I'd like to know if any thought's been put into it. Maybe you guys can do a blog post about it if you haven't already thought of doing it. The big problem that I have is that magic items are too necessary for the game at high levels. You NEED to have magic equipment at higher levels just to be able to deal with the higher level challenges and the end result is that so many items get boiled down to +(Insert number) to (insert stat) and they're all so common that it becomes mundane. In classic fantasy stories like The Hobbit or Connan the Barbarian, a single magic item was an awesome thing and you maybe only saw one or two in a single story. Hell, in The Hobbit, the turning point of the entire novel was a character finding a ring that, as far as he knew, did nothing but make him invisible. That one item changed the story's whole direction. That gives magic items a kind of thrill that's been lost in pretty much every edition of D&D/Pathfinder I've ever played. Do you guys plan on doing anything about that? |