Professor Rastaban |
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I'm sending my players on an interdimensional dungeon crawl, and the next "level" is on the aforementioned "Plane Where Lost Things Go". But what lurks between the mountains of keys and stray socks?
I had the idea of them stumbling across various cryptids like chupacabras and yetis, and mimics fit in anywhere, but what else might my players run into?
Vatras |
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Undead - the skeletons in the closet, you know.
People who have been disintegrated.
Victims of wishes - "I wish you would leave and never return." and whatever else enraged spouses may shout at each other.
Ethereal and temporal filchers maybe...those monsters could be at home there.
The content of ruined bags of holding and portable holes. Or maybe the outside of those items and you could slice and filch from them?
The secret chest spell may also come in there somewhere.
Other fairly often lost things: biros, umbrellas, quarters and unpaid bills.
Its not easy to come up with stuff for a place like that, though :)
Pizza Lord |
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Ethereal filchers are a good idea, as mentioned, since they may be behind a lot of the missing items.
Retrievers are probably also in high supply, scouring through piles of objects seeking missing things.
Probably murders of crows and swarms of ravens flying around, picking up shiny things and pecking out peoples' eyes.
You know... because of all the 'lost cawses'. Caw-ses... get it? 'Lost causes'... it's a play on words... Cuz' crows make cawing noises...
Whatever... get lost...
Lanitril |
Ghosts of old friends they hadn't seen in years. Regardless of whether they are alive or dead, the very memory of them. NPCs they've forgotten. Characters they haven't seen in a REALLY long time. But it's very important that it's not that character. It's them how they remember them. It's very definitely not them. Maybe they'd require a Will save to avoid wanting to stay back here forever, and if they did, they'd be lost and forgotten too.
Gilfalas |
I'm sending my players on an interdimensional dungeon crawl, and the next "level" is on the aforementioned "Plane Where Lost Things Go". But what lurks between the mountains of keys and stray socks?
I had the idea of them stumbling across various cryptids like chupacabras and yetis, and mimics fit in anywhere, but what else might my players run into?
If this is a Starfinder game they might find Golarion...
The Steel Refrain |
I feel like a Junk Golem is probably appropriate: http://www.d20pfsrd.com/bestiary/monster-listings/constructs/golem/golem-ju nk
Picking up on the crow idea from Pizza Lord, what about an odd band of Tengu, whose community acts as a tradepost within the realm? Might be a good resting spot for the PCs, as well as an means for conveying more information about the relam and its denizens.
I'm thinking it might also be cool if there was something absolutely horrible lurking out in the realm, that all of the other inhabitants avoid at all costs (and that the PCs are similarly mean to avoid, rather than fight) -- maybe something Lovecraftian like a Shoggoth , or a Leng Spider (perhaps they need to recover something from its' den, without actually fighting it?)
What level are your PCs, anyways?
Bardess |
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Here other river, lake, and rich champaign
Are seen, than those which are below descried;
Here other valley, other hill and plain,
With towns and cities of their own supplied;
Which mansions of such mighty size contain,
Such never he before of after spied.
Here spacious hold and lonely forest lay,
Where nymphs for ever chased the panting prey.
LXXIII. He, that with other scope had thither soared,
Pauses not all these wonder to peruse:
But led by the disciple of our Lord,
His way towards a spacious vale pursues;
A place wherein is wonderfully stored
Whatever on our earth below we lose.
Collected there are all things whatsoe’er,
Lost through time, chance, or our own folly, here.
LXXIV. Nor here alone of realm and wealthy dower,
O’er which aye turns the restless wheel, I say:
I speak of what it is not in the power
Of Fortune to bestow, or take away.
Much fame is here, whereon Time and the Hour,
Like wasting moth, in this our planet prey.
Here countless vows, here prayers unnumbered lie,
Made by us sinful men to God on high:
LXXV. The lover’s tears and sighs; what time in pleasure
And play we here unprofitably spend;
To this, of ignorant men the eternal leisure,
And vain designs, aye frustrate of their end.
Empty desires so far exceed all measure,
They o’er that valley’s better part extend.
There wilt thou find, if thou wilt thither post,
Whatever thou on earth beneath hast lost.
LXXVI. He, passing by those heaps, on either hand,
Of this and now of that the meaning sought;
Formed of swollen bladders here a hill did stand,
Whence he heard cries and tumults, as he thought.
These were old crowns of the Assyrian land
And Lydian—as that paladin was taught—
Grecian and Persian, all of ancient fame;
And now, alas! well-nigh without a name.
LXXVII. Golden and silver hooks to sight succeed,
Heaped in a mass, the gifts which courtiers bear,
—Hoping thereby to purchase future meed—
To greedy prince and patron; many a snare,
Concealed in garlands, did the warrior heed,
Who heard, these signs of adulation were;
And in cicalas, which their lungs had burst,
Saw fulsome lays by venal poets versed.
LXXVIII. Loves of unhappy end in imagery
Of gold or jewelled bands he saw exprest;
Then eagles’ talons, the authority
With which great lords their delegates invest:
Bellows filled every nook, the fume and fee
Wherein the favourites of kings are blest:
Given to those Ganymedes that have their hour,
And reft, when faded is their vernal flower.
LXXIX. O’erturned, here ruined town and castle lies,
With all their wealth: “The symbols” (said his guide)
“Of treaties and of those conspiracies,
Which their conductors seemed so ill to hide.”
Serpents with female faces, felonies
Of coiners and of robbers, he descried;
Next broken bottles saw of many sorts,
The types of servitude in sorry courts.
LXXX. He marks mighty pool of porridge spilled,
And asks what in that symbol should be read,
And hears ’twas charity, by sick men willed
For distribution, after they were dead.
He passed a heap of flowers, that erst distilled
Sweet savours, and now noisome odours shed;
The gift (if it may lawfully be said)
Which Constantine to good Sylvester made.
LXXXI. A large provision, next, of twigs and lime
—Your witcheries, O women!—he explored.
The things he witnessed, to recount in rhyme
Too tedious were; were myriads on record,
To sum the remnant ill should I have time.
’Tis here that all infirmities are stored,
Save only Madness, seen not here at all,
Which dwells below, nor leaves this earthly ball.
LXXXII. He turns him back, upon some days and deeds
To look again, which he had lost of yore;
But, save the interpreter the lesson reads,
Would know them not, such different form they wore.
He next saw that which man so little needs,
—As it appears—none pray to Heaven for more;
I speak of sense, whereof a lofty mount
Alone surpast all else which I recount.
LXXXIII. It was as ’twere a liquor soft and thin,
Which, save well corked, would from the vase have drained;
Laid up, and treasured various flasks within,
Larger or lesser, to that use ordained.
That largest was which of the paladin,
Anglantes’ lord, the mighty sense contained;
And from those others was discerned, since writ
Upon the vessel was ORLANDO’S WIT.
LXXXIV. The names of those whose wits therein were pent
He thus on all those other flasks espied.
Much of his own, but with more wonderment,
The sense of many others he descried,
Who, he believed, no dram of theirs had spent;
But here, by tokens clear was satisfied,
That scantily therewith were they purveyed;
So large the quantity he here surveyed.
LXXXV. Some waste on love, some seeking honour, lose
Their wits, some, scowering seas, for merchandise,
Some, that on wealthy lords their hope repose,
And some, befooled by silly sorceries;
These upon pictures, upon jewels those;
These on whatever else they highest prize.
Astrologers’ and sophists’ wits mid these,
And many a poet’s too, Astolpho sees.
Orlando Furioso, Canto XXXIV
Garde Manger Guy |
Multiple cities and colonies. Roanoke, Camelot, Atlantis, Aztalan, Lyonesse, El Dorado, and Julfar to name a few from real world examples and legends. Lots of lost ships drawn through from the Bermuda or devils triangle. (drifting alone with no crew aboard or whatever curse dragged them here)
For sake of completeness I will add an epic level Demon with Mythic levels named Dri-Aire (the e is silent)who summons socks from multiple alternate dimensions. His lair is a brightly lit almost friendly looking laundromat where scantily clad attendants cheerfully stuff fresh loads of mismatched socks into his gaping maw. He does this so that he can fully manifest himself into all of the prime material planes at once (like a low rent Cthulhu) and bring about the end of matching pairs of socks for everyone forever.
Dale McCoy Jr President, Jon Brazer Enterprises |
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I'm sending my players on an interdimensional dungeon crawl, and the next "level" is on the aforementioned "Plane Where Lost Things Go". But what lurks between the mountains of keys and stray socks?
That's sounds alot like the Plane of Shadows, atleast the way I designed it. You can get the Player's Guide and the Monster book today only at DriveThruRPG for only $2.
[/shameless plug]
Also, I'd say dinosaurs. Don't have them face dragons, but dinosaurs.
Fig |
I'm still a fan of socks.
What about abstract golems? Rogue Genius Games did the Construct Companion that has some great ideas for how to make Abstract Golems. You could represent all the ideas people forget when they pass from one room to the next.
Beyond that, it could be Lost Carcossa, the Dream Lands or the Island of Misfit Toys.
Pizza Lord |
Piles and piles of incredibly well-thought out and written posts from the Paizo forums. They are all in-depth, descriptive, and cogent and all were one or two sentences away from being fully realized with a click of the SUBMIT button.
Unfortunately, due to clicking the back arrow, or refreshing the page... they were all eaten and later had to be replaced by poorly and hastily-typed up replies from memory.
Any PC reading one and making a DC 25 Intelligence check can point out a glaring error in one of his abilities and, for the next 24 hours, either raise its save DC by 2, gain an additional use of it per day, or accelerate it to a swift action. This only happens once ever and then the GM can hit you with a book.
Xenre the Vague |
I'm sending my players on an interdimensional dungeon crawl, and the next "level" is on the aforementioned "Plane Where Lost Things Go". But what lurks between the mountains of keys and stray socks?
I had the idea of them stumbling across various cryptids like chupacabras and yetis, and mimics fit in anywhere, but what else might my players run into?
There are no monsters there. Lost things end up in a warehouse on the northern outskirts of Yakima, Washington.
Alice in Blunderland |
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Advanced sandmen with multiple templates formed of shimmering silver sand, the time lost between young lovers whose lives were cut short.
Some of the prophecies that were lost during the Age of Lost Omens, given shape.
Ruined, barely working golems that are permanently berserk.
An intelligent animated object oracle of the dark tapestry in the form of a book.
Lost souls.
The possibilities are pretty vast with this concept.