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![]() I'm writing a campaign and at one point will be giving my players a minor artifact. It's a spear, currently split into five shards, that the players will be able to reforge and use to combat the later enemies in the campaign. I'm struggling, however, to find flavorful and effective powers to give it- many artifacts have some sort of complex, unique power that isn't always as simple as a bonus to a saving throw or stat. The item itself is Ainhara, a +2 aberration-bane spear. The players will be 8th level by the time they can make use of the thing. The campaign is largely Lovecraftian, hence the aberration-bane power. The item's lore is that it was crafted by an ancient civilization that once inhabited the badlands that the PCs explore later in the campaign. During a cataclysm that introduced a massive influx of horrible creatures to the badlands, the civilization fell and the spear was shattered and lost. I'm currently thinking some sort of restorative power, as the spear was meant to combat the many ability-draining and maddening powers that powerful aberrations have. Any suggestions as to other powers would be appreciated. ![]()
![]() I'm back! And I'm still working (albeit slowly) on my module. While the plot itself is fairly well laid out so far, I'm having trouble finding the right type and amount of encounters to include. How much is too much? The module runs from levels 4 to 10 (PCs will only reach 10th level after the final boss) and I'm currently working on the 5th level section. The setting is a keep that's been overrun by gnolls that worship several Outer Gods and Great Old Ones, and their minions. I'm not sure how to determine the right amount of encounters. The main boss of each section of the module- the PCs face one before each level increase- is a PC level +3 fight. The final encounter of the module itself is CR 13. Each section has a few minibosses, encounters that are 2 CR higher than the PCs' levels, and the rest is PC level -1, +0, or +1. I haven't playtested any of the encounters yet, as I don't really have a group that I'm willing to spoil the module for, and I can't trust myself not to build absolutely broken characters. My secondary issue is adding gear. Should I just take the WBL of 4 10th-level PCs and add a total of that amount into the module, spreading it evenly so each section holds a level-appropriate amount? Is there anything I should compensate for in the addition of treasure into the module? Any help you guys can give is appreciated. This is going to be a very challenging adventure but I don't want it to be impossible. I can provide links to the module itself if anyone is interested in specifics. Edit: To clarify, I'm using milestone XP for lessened bookkeeping. Maybe I should just do the math and add encounters that would gain PCs roughly one level in each section. ![]()
![]() Hi y'all. I wasn't exactly sure where to put this, so it goes here until a mod moves it. :p I drew some art. Some of it is from a module that I'm writing, some of it is from Reddit where I drew it for others, and some is just stuff I've drawn. It's all fantasy, and almost all of it is Pathfinder-related. I hope you like it. Donmir the bard and his tiefling daughter Lin Osurec the Lotus King, a legendary figure from a worldbuilding thing that I never finished Mozerah the Lightdrinker, the BBEG of my module Oskenja, the pawn of Mozerah and srongest among the Twisted Claw gnolls A gambling satyr who's also a trickery cleric SOMEWHAT NSFW - Yuan-ti fighter Hasaan the gnoll bard and his intelligent ukelele Janos The Maidens Three, a trio of tragic baddies from my module Mother's Fang, the power behind the throne in the gnoll city of Ita Trio of adventurers (this one was a commission!) That's all that I could find on my laptop. ![]()
![]() I'm passing the time by coming up with concepts for baddies. Nothing really concrete, just ideas floating around in my head. One idea that I thought was simultaneously funny and scary in the context of the game is a villain that realizes that things in his universe aren't as they should be. Perhaps he got a glimpse of our world, or another game system, whatever. He just knows that there are rules to his universe that bind everything, and he's tired of living by those rules. Is it even possible to run a character that's aware of the rules underlying the RPG that's being played? How would such a villain fight? I imagine a lot of metagaming going on in his mind, which could be fun if used correctly or very annoying if abused. ![]()
![]() I'm designing a module and one of the enemies is a medium. He's a gnoll, 4th level, and will be encountered along with a 5th level gnoll cleric and a 3rd level gnoll inquisitor. That's a CR 7 encounter- right in the range that I need. He has the Voice of the Void archetype for thematic reasons. The only problem is that I have no idea how to build a medium! I wanted to use this module as a way to push myself and build with some things that I've never used before. After a look at the medium class, I decided on having him channel a champion and focus on melee combat. The cleric is also a melee combatant, while the inquisitor is ranged. They've got time to buff up, and they've already shared his seance. I need general build advice... feats, spells (though his champion spirit will limit those pretty significantly), ability scores to focus on, etc. ![]()
![]() Hi y'all. I'm writing my own module and I've got some ideas for encounters that I'm very excited about. The only downside is that they're too high CR in the end! The section I'm currently working on is a keep called Grasswall. The PCs have infiltrated the keep by this point, and are facing a gnoll with 7 levels of cleric who has been built up throughout the module. That's a CR 7 encounter. The PCs are 5th level here, so it's boss-level. I was planning on adding some support for the cleric, as solo casters tend to melt like ice in Death Valley against a party of PCs, and was thinking of adding a weakened unique chimera (CR 6) for his mount. He'd be initially fought in a ritual chamber in the keep itself, then he'll meld into stone (if possible) once he's damaged enough and move up the tower to mount his chimera and fight the PCs there. The downside is that the CR of these encounters will be all over the place. A CR 7 cleric with a couple of acolytes (probably inquisitors or fighters) will be at least party level plus 3. I dislike the CR system overall (it seems arbitrary and not the greatest of guidelines at times), and since I'm not using xp in this module, it won't affect the PCs' level. I'm just worried that I'll inadvertently cause a TPK. Does anyone have some experience with this kind of thing? Maybe some encounters that should have been hard but were easy, or vice versa? Any advice you can give me will be appreciated. The cleric isn't the final boss of the module, or even the keep- that's a CR 10/MR 1 mothman and a CR 7 dragon, respectively. He's just been built up a lot, and I want to make this memorable. ![]()
![]() Hey y'all, I'm writing my own module and I've been spending some of my now-copious amounts of free time drawing some baddies from it. I thought I'd share it here, because why not? I hope you enjoy. If anyone wants to suggest more stuff to draw, I'll probably do it. I'm underage, so I work for free. ![]()
![]() Hey y'all. I'm writing my own module (check it out here) and the penultimate boss encounter of the part I'm working on is a tarnished brass dragon. I posted a bit in the homebrew section, but this one gets far more traffic. Does that link work? Nobody has told me if it's faulty yet. Background: The PCs are 4th level here, will by 5th level when they face the dragon, and 6th level after his defeat. The players fight their way through a town that's been raided by gnolls, freeing people and fighting the lovecraftian monsters that were brought along by the attackers. The dragon itself is a young brass dragon named Nukariax, who traded his ability to speak with animals for an alter self ability (part of his backstory). When he raided the town, he was in his human guise, a warrior covered from head to toe in spiked plate. The rescued townsfolk are able to give a description of him, and there's some hints as to something more (one woman saw a building burst into flames in a matter of seconds, but didn't see what did it). How can I build this up so that my players will be appropriately nervous and surprised by this thing? Nukariax is CR 7, but it's only medium-sized... I don't see him looking like much of a threat, even if he is a dragon. ![]()
![]() Hey y'all. I'm currently writing my very own Pathfinder module, titled Black Plains. I already posted a thread exploring the plot in this same section (go over there if you wanna read it), so I won't go into too much detail here. I need ideas for monsters! The setting is a destroyed town, recently ransacked by gnolls. The PCs are a little bit into level 4 when they arrive, will reach level 5 after clearing out the town, and will reach level 6 after liberating the town's fortress called Grasswall. The backstory, to sum it up, is that a horde of gnolls recently overran the town and pushed the hobgoblin defenders of the fortress deeper into the catacombs, where they're now under siege. The gnolls have a connection to Shub-Niggurath, and Lovecraftian elements are a large part of this module. Here are the main areas: The town of Andalee. The initial area, overrun by gnolls and their monstrous minions. Grasswall. A century-old fortress run by LN hobgoblins, but recently captured by gnolls. Its true purpose is to keep the Maidens Three (below) contained. Tomb of the Crippling Gaze. Ancient crypt home to an artifact that tethers the souls of those near it to Nyarlathotep's power and raises those powerful enough as unique undead when they die. So far, the monsters I've got are: Gnoll cleric of Shub-Niggurath 7, the co-leader of attack, and currently in the keep - CR 6
The themes I'm exploring in this module are cosmic horror and subversion of monstrous tropes. Hobgoblins are good, dragon is bad, etc. Any suggestions will be appreciated as long as they're in the reasonable CR range for the levels they're encountered at. I need help keeping things interesting and throwing some memorable encounters at the PCs. Not all of this section will be combat, but that's a large portion of it. Thanks for any help.
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![]() Hey y'all, I'm designing my very own (and very first) module for my group to play. It's currently in the homebrew section if you'd like to check it out. I'm designing the encounters and maps, but I'm stuck on the amount of treasure that the players will need. The PCs begin at 4th level and make it to 7th just before the final boss fight. Some background: The players will have access to one large town and several small towns and villages, as well as a (formerly) well-stocked fortress that they will liberate. I'm not sure whether to add four times the player wealth by level and be done with it, or add some more to make up for players not finding everything, as Paizo developers have mentioned doing before, or to go off of something else entirely. Wealth by level seems a bit excessive at times, especially with access to crafting feats and a reliable place to buy and sell gear. Do any of you have experience with this sort of thing, and if so, what do you recommend? The final encounter of this adventure has the PCs facing off against a CR 10 creature with one mythic rank. I don't want to steamroll anyone, but it should be a challenge. I want to make sure that my players are adequately geared up. ![]()
![]() Hey y'all, I recently came up with an idea for a one-shot campaign that I may flesh out and DM for my group. I wasn't quite sure where to post this, so the general playtest section seemed like a good idea. The setting for this story is not a particular area of Golarion- just some place with plains and rocky land. The PCs begin the adventure at 4th level and end it at 7th level. Here is the plot of the adventure thus far: TL;DR
A few years ago, a mothman named Mozerah sought the help of dark powers in his quest to steer fate in its proper course. He delved too deep, however, and became corrupted by Shub-Niggurath, the Outer Goddess of fertility and monsters. He received visions of a great monster descending from the stars and gained the ability to perform three rituals in Shub-Niggurath's name. This granted Mozerah a mythic tier, making him an agent of Shub-Niggurath and a conduit for her vast power. Following his visions, Mozerah sought a group of creatures that he could easily manipulate into fulfilling his vision. He found his pawns in a tribe of gnolls known as the Twisted Claws, who were, like most gnolls, vicious but unorganized. The Twisted Claws are led by Bone Gnawer Oskenja, formerly a flesheater barbarian. Mozerah targeted Oskenja first, luring Oskenja into a cave where Mozerah had made his lair. Oskenja fell victim to Mozerah's mythic dominate person spell and was granted spellcasting power in a ritual that made use of Shub-Niggurath's powers of transformation. Formerly a barbarian, Oskenja left the cave as an oracle of the dark tapestry. Upon arriving back in the gnoll village, he began to preach the virtues of darkness and conquest, seeking to turn his former tribesmen to the worship of Shub-Niggurath and his new "crawling god". The gnolls, uneasy around him but cowed by his magic and promises of power, began to escalate their raids on nearby villages. Mozerah's manipulations didn't end there. One night, he telepathically called out to the gnoll shamaness, Mother's Fang, and led her to his cave with promises of power and descriptions of horrific fertility that she would soon be blessed with. In the dark and dripping caverns, Mozerah mated with the shamaness. Ew. In a second ritual, the pregnancy was accelerated and Mother's Fang gave birth to an undead creature touched by Shub-Niggurath. Mozerah had seen the creature in his visions. The creature would become the final sacrifice needed to bring down an avatar of Shub-Niggurath from the stars. This beast required the blood of gnoll young to remain strong, so Mozerah began to capture the weakest cubs of the lowliest gnolls, feeding them to his offspring and animating the remains as warped undead minions. Enter the hobs. A legion of unusually cooperative hobgoblin deserters known as the Pariahs had long resided in the region, trading with human towns and keeping gnoll raids to a minimum through use of guerrilla warfare. The Pariahs reside in a fortress known as the Grasswall, several days away from the nearest village. With gnoll raids increasing, the hobgoblins are forced to retaliate more strongly, and send out patrols to seek the reason behind the gnoll aggression. After the first two patrols disappeared, the hobgoblins sent an envoy to the human town of Kes, hoping to recruit local adventurers to do part of their job for them and reduce hobgoblin casualties. Of course, this is where the PCs come in. Upon arrival at the hobgoblin's fortress, the PCs and their escorts find it in disarray. The fortress has been overrun! A combination of infiltrations from otherworldly creatures and a cult of hobgoblin heretics worshiping Shub-Niggurath have corrupted the fortress from within (the long trip to the human village from Grasswall means that the envoys had no knowledge of this). The PCs must liberate the fort and the small group of sane hobgoblins within it, then seek the source of the gnoll raids themselves. Upon finding the gnoll village, the PCs can either scout it out or do a full-on raid. Either way, they find the gnolls in the midst of a schism. On one side are the traditionalist gnolls, mostly worshipers of Lamashtu. They stand in opposition to the larger group of converts, including Oskenja and Mother's Fang, who worship Shub-Niggurath and send sacrifices to the crawling god. If they so desire, the PCs can side (temporarily) with the traditionalist gnolls to first defeat the corrupted leaders, then use clues found in Oskenja's longhouse (or simply the guidance of an allied gnoll) to seek Mozerah's cave. Mozerah's cave has long been avoided by the gnolls, seen as a cursed place. The gnoll allies of the PCs, if they sided with the traditionalists, refuse to enter. The cave itself is vast and expansive, going deep into the earth and connecting several large caverns. The PCs fight aberrations, oozes, and the undead remnants of the gnoll tribe's young. Eventually, they reach Mozerah's demense and must penetrate a deeper darkness spell warded by a darkvault spell. If they can dispach the mythic mothman, they'll put an end to his plans and save the region from a much larger campaign of slaughter and sacrifice, as well as stopping the arrival of one of Shub-Niggurath's avatars. Below are the simplified stats of some of the important NPCs in this adventure! Mozerah's full statblock is further below. Mozerah: CE advanced arcane unique male mothman (CR 10/MR 1)
Bone Gnawer Oskenja: CE Male flind oracle 6 (CR 7)
Mother's Fang: NE Female gnoll witch (bouda) 3/cleric of Shub-Niggurath 3/mystic theurge 2 (CR 7)
Makani, Eater of Cubs: CE male giant dread zombie ahool-blooded flind (CR 6)
Godah: CN male gnoll barbarian (flesheater) 4/fighter (unbreakable) 1 (CR 6)
Stillborn of Shub-Niggurath: CE fiendish young gnoll juju zombie (CR 2)
Slaying Bolt: LN female hobgoblin ranger (skirmisher) 6 (CR 5)
Here's the full stats of our friend Mozerah. Normally, he'd be CR 9, but his greater number of attacks and special abilities prompted me to push him to 10. That puts him at 3 CR higher than the party level- he should make for a memorable and difficult boss fight. Mozerah the Lightdrinker - CR 10/MR 1
DEFENSE
OFFENSE
STATISTICS
TACTICS
Note: Remember that any creature that can see through the darkness and invisibility is subjected to Mozerah’s mind-warping gaze. SPECIAL ABILITIES
Bonded Thrall (Su)
Horrid Embrace (Su)
Mind-Bending Gaze
Overall, what do y'all think? The idea itself came to me when I was drawing gnolls- I wanted to include a traditional group of enemies (gnolls and hobgoblins) and add a twist in the form of Mozerah's influence and the helpfulness of the hobgoblins living in Grasswall. I had a ton of fun writing this up and statting Mozerah, and I plan to continue developing the storyline, making some maps, and fleshing out the enemies. If you made it to the end of this, please tell me what you think of this fledgling adventure. I would love to hear your feedback and change the adventure accordingly to make it as balanced, fun, and challenging as possible. This is my first homemade module. :p ![]()
![]() While I haven't played through this AP, I have read it, and the whole plotline with Sorshen just annoys the 9 hells out of me. Here we have a woman whose acts include: 1. Indirectly killing a crowd of people in the process of finding her champion. 2. Slaughtering thousands of innocents to create the Everdawn Pool and achieve eternal youth, the benefits of which she still reaps to this day. 3. Conspiring with the other runelords to depose a rightful and generally pretty nice ruler (Xin) so that she could consolidate her own power. 4. Hiring the PCs to kill her rivals and make way for her kingdom of New Thassilon, while doing nearly nothing to help them directly- including helping them take down Alaznist, whose CR is significantly lower than hers. For real, Sorshen could have hit Alaznist with a mythic augmented meteor swarm or two and she would have melted immediately. 5. Coming forward after the PCs save the entire friggin' land of Varisia (and much of the Inner Sea) to forge her own nation for... outcasts, I guess? Her own nation, which she now gets to rule in perpetuity due to her eternal youth, gained by bathing in the blood of thousands. I get that she's "redeemed". But she's still Chaotic Neutral (which, by the way, is used as a "pretty much evil" alignment by Paizo), she's still selfish and cowardly, and she's still a criminal and overall terrible person the likes of which Golarion has scarcely seen. Even her actual motives are spotty. She doesn't seem to care much about being a nice person, rather, she has changed her mindset because she saw her fellow runelords getting ganked and decided that being a tyrannical maniac was a good way to get killed. Other than the fact that she has eight 9th level spell slots, why should the (at least) two groups of powerful heroes in Varisia conspire to remove Sorshen from power and make her answer for her crimes? The whole idea of New Thassilon leaves a bad taste in my mouth, especially since the AP assumes that Sorshen will be allowed to live and continue ruling. ![]()
![]() I'm (hopefully) going to be starting the Thrushmoor Terror tomorrow, and after reading through, some of the fights strike me as... lackluster. Risi Nairgon and Melisenn Kororo in particular seem incredibly weak. Risi can make one good(ish) attack, throw a low-DC save or die at a PC, then poke at them for 1d6+2 per round, assuming she even survives long enough to make another attack. Since I'm not a fan of save or die attacks- or rogues in general- I've rebuilt her as a slayer. Melisenn, however, is just... completely irredeemable. No good attack spells, no real minions to buff, and one puny meat shield in her chamber. I dropped the trap and the byakhee, slapped 2 more levels of cleric on her, changed her gear and stats somewhat, and gave her the Dark Tapestry subdomain.
Risi Nairgon - CR 6
DEFENSE
OFFENSE
STATISTICS
I've changed her tactics accordingly. She'll scale a house near the PCs' inn and attempt to snipe through a window. Her sniper's eye ability and potion of darkvision will allow her to sneak attack someone at night, even if they have concealment. She'll take a standard action to snipe a target (for 1d8+10 damage and 3d6 sneak attack!), starting the surprise round. In the surprise round, she'll take a move action to hide with a -10 sniping penalty. After that, she'll take full-round actions to attack with Master Sniper (if any PC is visible), or if nobody is visible, move near the entrance to the inn and hide again so she can snipe anyone leaving the inn. If she's noticed, she'll scale a house and run off across the rooftops to lose enemies. Overall, I'm playing her as very cautious and acrobatic, with all the roof-jumping and sniping. Next is our friend Melisenn! Well, my friend. Not the PCs'. Melisenn Kororo - CR 8
DEFENSE
OFFENSE
STATISTICS
Melisenn comes pre-buffed with divine power, shield of faith, righteous might, fly, protection from good, entropic shield, and bull's strength (all included in her stat block). I know that's a big before-combat list, but honestly, spellcasters who waste their first few rounds buffing are pushovers. Action economy already favors the PCs- I may as well give her a fighting chance. Her caller's feather is something I gave her to allow her to summon a large void elemental, which she'll send after the PCs after they defeat Daridela (This is a throwback to an old kingmaker campaign where my wizard was assaulted by a soul eater).
So overall, how do these two look? Definitely more challenging, but are they too much? Tell me what you think, and if possible, share how your parties dealt with these encounters. Sorry for the giant post. :p ![]()
![]() Hey all, this is my first forum post. Do I get a medal?
The Great Ecstasy - CR 16
DEFENSE
OFFENSE
SPECIAL ABILITIES
Rapture (SU)
Carnage (EX)
Pleasured Moan (SU)
Disease (SU)
Absorb Body (SU)
So, how does this look? Please point out any errors in the stat block if you notice them. Is this too weak or strong for a CR 16 monster? Are there any story-related or thematic problems that you can see? I had a lot of fun making this, and all constructive feedback will be appreciated. |