Fun Stuff > CLIKC
D&D Pathfinder
Gyrre:
Wow!
Seriously.
Way further than what I've got. Right now I just have two loose setting ideas:
* One is a world dominated by the reptilian races with the only mammals being small rat-like creatures. So the player races would be limited to dragonborn, lizardfolk, pterafolk (the pterodactyl people), Tritons, kobolds, Yuan-ti pureblood, and maybe Aarakocra. Lycanthropy is still a thing, but it's dinosaurs instead of the standard ones. WereYutyrannus would likely be the equivalent of the werebear. Wererats being feared solely because the hybrid form shrinks the individual a size class.
I haven't even got the slightest semblance of a plot for this one. Just thought it might be interesting.
* G'do, a massive desert that's a sea of sand. Plenty of Underdark monsters have adapted to living in the sand sea along with some new monsters.
For a possible explanation as to why the G'do desert is like this, I was thinking that the Underdark could slowly be collapsing or filling in somehow. The air would be escaping from tons of tiny cracks throughout the desert floor. Thus causing the sand to act as a liquid. It's more interesting than the nebulous explanation of "it's magic" or "a wizard did it".
The rough plot for this one is a bit Moby Dick mixed with a bit of Treasure island. So, sand pirates and sand ships. The Ancient Drake Eater a few posts up happens to live in this world and function more as a plot-point than something to actually fight. Namely one called Maalasii, who devoured the dragonborn city where the totally-not-a-Captain-Ahab-ripoff lived with his family. The pirates are after one that looks to have golden teeth and thought to have eaten a massive treasure ship.
Gyrre:
Random thought at ten-til-six in the morning; pick 3 racial abilities you'd like to have from any player race. They don't all have to be from the same race.
hedgie:
I'll have to get back to you on the racial abilities one.
I'm starting to feel sorry for the GM after what happened last night. Negotiations with the orcs went well enough, since the cleric used tongues to deal with the language barrier, and the dwarf and I limited ourselves to knowing glances and what ever small gestures and whispers we could get away with, so the orc leader allows us to go into the castle of undead unmolested to find his girlfriend who went in on some foolish barbarian test of strength, and sends a human summoner who was trying to get their permission for weeks if not months to keep an eye on us.[1] Of course, trying to go in the front entrance triggers a bunch of undead soldiers coming at us… which quickly becomes pets of the necromancer. Apparently none of the undead in this place have any knowledge of this place beyond their little area, leading me to conclude that the necromantic aura around this place is what's activating them and possibly what's sustaining them.
We soon have to abandon our new friends after seeing that the main entrance has a bunch of nasties we can't really get to, and after the comical deaths of several summoned woodland critters, that maybe we should try going in the long way, which happens to be on the other side of a lake of boiling water. Between our casters with water walking, and those who could fly, we were making our progress across the lake when a maker (but not great maker) sized worm bursts out of the water to attack those on the surface and is promptly charmed by our new cleric. Unfortunately, it is too dumb to be usefully controlled, so the GM joking about her being Mua'dib was not as cool as it could have been. A bigger worm was (of course) waiting near the far end, and fell victim of the narcolepsy epidemic that seems to follow my witch around. We find the secret door just as the water walking is about to fail, and after leaving the pet direwolf and horse temporarily transformed into a kirin outside since they couldn't fit, ventured in.
Once inside, we're in a lovely ballroom, which was described in copious detail and as we start looking around and a bunch of dancing ghosts start descending from the ceiling. Almost half the party (including my pet) failed their saves[2], and got swept up in the dance which acts like "Irresistible Dance", but drains Con as well. The undead thing at the centre of it all makes a grand debut, knocking the monk down 9 Con in the first round. Of course, when the cleric tries to control it, it manages to fail its save[3] and is now making small talk with the necromancer and asking who in the party it is allowed to make into an eternal dance partner. Still, a rather anticlimactic end to the encounter after all the build-up.
[1] A summoner who is currently the reason I have a feeblemind prepped, knowing full-well that it's useless against the undead.
[2] We got *very* lucky, since it was a difficult save. Two people got natural 20s, and one was saved only via previous contact with an artefact that had granted a few of us a permanent +4 bonus to anything mind-affecting, as well as the bonus from the "Heroes' Feast" I cast every morning
[3] Which it had about a 70% chance of succeeding on
hedgie:
--- Quote from: Gyrre on 09 Sep 2018, 03:40 ---Wow!
Seriously.
Way further than what I've got.
--- End quote ---
Once I came up with the idea of making a tidally-locked world, a bit of research and a map generator allowed me to get a better handle of what I was working with. I'm stealing enough ideas for the light and dark side (Dark Sun and Frostburn respectively) from other sources that I largely get to focus on the middle. And for that, it helps that I was able to dig up a bunch of notes from ages ago including a 5000 year timeline, from the last time I was working on a setting. Much of the material is stuff that I can adapt fairly easily.
--- Quote ---Right now I just have two loose setting ideas:
* One is a world dominated by the reptilian races with the only mammals being small rat-like creatures.
--- End quote ---
<snip>
That seems like a pretty cool idea, and I presume that either the lizardfolk or Yuan-ti would be considered the human analogue.
--- Quote ---
* G'do, a massive desert that's a sea of sand. Plenty of Underdark monsters have adapted to living in the sand sea along with some new monsters.
For a possible explanation as to why the G'do desert is like this, I was thinking that the Underdark could slowly be collapsing or filling in somehow. The air would be escaping from tons of tiny cracks throughout the desert floor. Thus causing the sand to act as a liquid. It's more interesting than the nebulous explanation of "it's magic" or "a wizard did it".
--- End quote ---
Hmm. The Dark Sun setting had a giant sea of silt, and the desertification literally *was* that a wizard did it, or rather that all the wizards did it since arcane magic is the fossil fuels of the setting. Some of the old 2nd-ed books on that setting may have some useful info in terms of helping with the world-building. Then again, since I don't plan on publishing any settings, I figure I'll take anything that's not nailed down from anywhere.
Gyrre:
So far, things are going suprisingly sane. We got the two kids an apprenticeship on the ship my swashbuckler came came on and I dropped off a ruby beetle.
We're currently fighting cloakers trying to try to get into a gnomish city.
EDIT: And the dwarfish cleric just Thunderwaved to get 3 cloakers off of him. He also cast it at 4th level with Channel Divinity. Which killed two of them.
And the warlock just cast Toll the Dead.
EDIT: we killed them! This was a CR40 encounter with 6 lvl 8s. We've unlocked the Gnome City!
Navigation
[0] Message Index
[#] Next page
[*] Previous page
Go to full version