partaking in an expedition to "the weird"


Advice

The Exchange

context: starting a campaign with a few friends on the 24th, and the DM (my brother) has a really interesting home-brew setting, he calls it "the weird" and describes it as "the strangest and most diverse continent in the known world, you could walk 2.5 miles and go from a Glacier to a Desert, this is a place where madness is commonplace, and occam's razor does not apply" essentially its like wonderland meets a wild magic zone.

party:
1 psion (min maxed ai; 46 int, 3 cha)
1 gunslinger (heavily homebrewed equipment, b%~*@+! crazy)
1 wizard [me] (universalist, professor at a magic university)
1 investigator[my cohort] (roguish face)
1 barbarian (short tempered nice guy)
1 TBA, probably a divine caster.

any advice for not getting killed?


My advice, don't be the last guy in the party formation and never be the first person through an area. In dream sequences/other weird locations the GM separating the party through places that do not connect in a physically logical manner is something that will often come up.

Ergo, being the first person in a place means you are likely going to end up somewhere else separated from the party. While being the last one in the line might cause you to be left behind.

Otherwise, keep your mind open and expect the unexpected. Small things might be more dangerous than large things, etc.


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Prep endure elements.

And also, if you can, endure elephants.

And don't open it. Never open it.


I think you forgot to tell us what level you'll be starting at.

Dark Archive

Be a god wizard. If you start high enough just send a simalcrum to help the party everyday while you chill sipping lemonade on your private demiplane. Get false focus and use fabricate for infite moneys. Use money to make simalcrums and replace them everyday. You are safe.

You effectively have a half hit point character that respawns everyday. You wont die. Any objection?

The Exchange

Alderic wrote:
I think you forgot to tell us what level you'll be starting at.

all characters are 7th (except for my cohort, who is 5th)

Dark Archive

Get a scroll of simalcrum or but the services of a higher level wizard to make one. Have him order it to obey you. Then put makewhole in your spellbook. No chance of you being mauled to death.


I'm betting there will be dead magic and wild/primal magic areas. Prepare accordingly with something you can do without magic - alchemical weapons, a crossbow, or just move and stay out of the way at worst.

Liberty's Edge

I have an area in my campaign that has concentrated dimensional instability due to a lot of ancient history. though I never thought to have adventures there due to the hazards of being lost in other dimensions and very nasty environmental hazards.

RPG Superstar 2012 Top 32

Learn to count in your head. Because the number of fingers and toes you will have will fluctuate. Bring lots of extra towels. And hot sauce. Remember that mules can be useful for carrying treasure and being extra rations and occasionally wielding Thor-like power. Avoid corners and edges and interstitial spaces. Prepare lots of dispel magics and write lots of scrolls of dispel magic. Fill your pockets. Don't rely on interdimensional spaces. Carry a spare dagger. Max out Linguistics. Bribe your GM. Buy a time machine, because this advice is a day late. Floss. Get some good mundane equipment. Don't over specialize.


And bring string. Plenty of string.

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