Pathfinder 1E Far Realms inspired campaign. Thoughts and Suggestions appreciated!

Hmm, you have a very good point. As a set piece it seems awesome but it does pose the problem of what if the players reject that as an acceptable means for class mechanics. A possible remedy that occurred to me is that the interaction/acceptance of spells from Infernal/Abyssal sources would not cause a fall from grace and goodness on its own (special circumstances and all what with the gods refusing to grant followers any spells).

How's this:

Divine magic starts to become unreliable. A little investigation reveals that the deities are redirecting their efforts, and perhaps agents of the deities (e.g. angels) give the pcs their blessing to draw on other sources. Finding another source- archdevil, demon prince, Primus (the head modron), a slaad lord, some other othersider of immense power- could be an adventure in itself. That gives the choice to the pcs- and if the evil ones are more likely to grant good pcs spells (both to corrupt them and because the good outsiders are more focused on helping the gods), you set up interesting choices and rp opportunities for the pcs to make.
 

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Sounds like a great campaign, I'm jealous of your players.

The twisting of divine magic is a really clever tool, and I think there's more than one way to twist it. For example at the start the power vaccum left by the gods might be filled by the alien gods of the far realms themselves. Healing spells leave ring worm-like scars, light spells shed gliimering spores of alien fungus etc... Worse, research shows that casting these spells pulls more of the alien power into the world. Every divine spell cast weakens the work of the gods. At this point perhaps a demon cultist steps forward and mentions that his power is working fine. The PCs might continue to tap the power of the far realms and hope the good they do outweights the damage done, switch to demon power to at least stop sabotaging the gods, or, if they are clever enough, manage to get enough of the attention of a god or angel to get permission to draw on hellish power by divine license. Thus avoiding personal corruption at the expense of whatever damage was done to the world while the Gods attention wavered.

Also I don't think you should leave arcane magic alone. Even if it represents the neutral power of the world, as the Old Ones grow closer to breaching the barrier their power should start to taint the nature of magic. Perhaps summoned creatures start showing up with a free pseudo-natural template. Or fireballs start to burn funny colors. Sendings leave the impression of barely heard whispers in the mind.

More generally I'll note that the keys to horror are powerlessness and fear of the unknown. Don't show your hand, and feel free to change the rules. And remember "It ain't what you don't know that's dangerous, it's what you do know that ain't so." A line of salt will stop a normal zombie but a virus zombie won't even notice it. (Assuming magic zombie are still normal, I got a blank look from a player when I mentioned magic zombies recently.)

Now there is an problem with horror and heroic fantasy and it is that they have almost opposite expectations. A horror movie victim is lucky to survive to the sequel. A Swords and Sorcery hero expects to survive and maybe even beat the badguy but he's probably not saving the village. But a Hero (and D&D is a Heroic game) expects to be able to triumph. Or at very least to be able to make a meaningful and heroic sacrifice that furthers the plot. A Hero is Gandalf being dragged into the pit with the Balrog. If the bridge collapses and the Balrog just hovers there laughing it is good horror, but not terribly heroic. So you're going to have some tension between the two sets of tropes.

However the fact that the Gods themselves are basically trying to pull a Gandalf should probably clue the PCs in that they are not going to end the campaign standing on the smoking corpse of Great Cu'thulu.
 
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It's always the poor clerics who take the rap when the DM starts to laugh manically. Seriously, this is one reason people around here avoid clerics like the plague.
 

[MENTION=6694112]Kinak[/MENTION] you hit the nail on the head. I am shooting to convey to the PC's that the situation is so incredibly dire that the gods are not only too busy to provide the power, they are allowing/encouraging the evil beings to fill in for them. I could see Vecna, or maybe one of the Chaotic good gods being on board. Fortunately for me I have yet to see a single player choose to play a chaotic character that is religious. Apparently all my players go for chaotic atheists lol.

I considered just letting other good outsiders fill in for the spell giving but felt that it doesn't convey enough of a feeling of the universe being on the brink of madness. Even the gods own servants are too busy fighting some crazy battle for the sake of everyone that none of the good outsiders are free.

@RUMBLETiGER I am shooting for something along those lines. The fiends and devil aren't doing this just because they can/for power (although that is definitely a secondary goal). They are doing this because even they see the situation as so dire that their intervention will be required to keep the material plane whole while the far realm invasion is repelled.
 


Two suggestions I just thought of overnight: they're rather esoteric though, so maybe not what you're looking for.

(1) The Far Realm Has Different Physics
Okay, yes, that's obvious at a glance, but take a step back for a moment and consider what that really means in a game context: the rules of the game are, after all, supposed to represent in some abstract, dice-rollable form what's really taking place in the world of the PCs, right? The Far Realm is supposed to represent something beyond the gods' creation entirely, something so alien and corrosive to existence that its advent means the end of everything the PCs know.

So maybe Far Realm creatures play by different rules.

The best way to demonstrate what I mean is with examples, I think. Say you want to make use of some of the excellent Far Realm beasts presented in old 3.5 books like that edition's Fiend Folio. You put your PCs up against a Skybleeder (CR 12, so hopefully much later in the game here!), which has Regeneration. Now, the rules for Regeneration changed from 3.5 to Pathfinder: in 3.5, the way it worked was that a critter took nonlethal damage from everything except the damage types that got past the Regen; in PF, Regeneration is just Fast Healing with the extra proviso that it keeps working after "death" and that taking damage of the "bypass type(s)" actually shuts it off for 1 round. Now, normally, when you bring a critter from an old edition to the present one, the present edition's rules take precedence; in the Skybleeder's case, you're supposed to treat its Regen as Pathfinder Regeneration.

My proposal here is that you don't do that. The Skybleeder, being from the Far Realm, literally plays by different rules than the PCs.

Likewise, say you have a Pseudonatural Werewolf to send after them; Werewolves, of course, have DR against Silver. Now, one of the changes that PF made to DR is that a weapon with a high enough "plus" can bypass DR that's based on material or alignment (the table is on page 562 of the Core Rulebook). So if the party Fighter has a +3 Battleaxe, he can get past a normal Werewolf's DR, even though the DR is of the /silver type. But with a Pseudonatural Werewolf, the critter is playing by the old rules, which say that the Fighter is just plain SOL unless his axe is made of silver (or if he's using Silversheen, or one of the spells that changes a weapon's material for the purposes of overcoming DR, etc.).

You may or may not be able to make use of this suggestion, depending on your level of system mastery; your OP said you're relatively new to the GM's chair but that does not in and of itself mean you're new to the game. If you're an old hand at earlier editions, then this should be possible (perhaps even easy) for you to pull off. Doing it successfully pretty much requires that you never tell the players you're doing it, of course; it should be a subtle change; many if not most times it won't even come up in play. But when it does, knowledgeable players will wonder what the Hells is going on- the creatures will seem that much more "wrong." They might accuse you of forgetting the present rules, if they notice that you're using the old ones; if they do, you can choose to either say "Oops, you're right! Thanks" and use the PF rule, or invoke Rule Zero (the GM is always right) and say "Nope, I'm doing it right. Strange how that's working, isn't it?" There will be even more differences if you pull a 3.0 edition monster into your PF game, of course.

This sort of stealth rules-change won't make a huge difference, granted, and it may be too much effort for not enough reward- but it's another way to make Far Realm critters seem off-kilter and to emphasize that they really are Alien to the PCs' reality.

(2) Madness Does Not Equal Evil
A lot of people who use the Far Realm forget this, and treat the Far Realm as basically just another level of the Abyss, only with more tentacles and slime. That's self-limiting, though, and doesn't really do the concept justice; the real nature of the Far Realm is supposed to be a place that's so far beyond any plane of existence the PCs know that the very conceptual underpinnings of reality are different. One example is that the description in the 3.0 Manual of the Planes notes that creatures exist there on more than one layer simultaneously; in any sane plane of reality, that's impossible by the very definition of a planar layer. Insanity, though, just means "irrational, alien, disordered thought," not "selfish, wicked, uncaring of others" (the definition of Evil alignment). There's overlap between Evil and Insanity of course- just look at Jason Voorhees from the Friday the 13th movies- but there's also overlap between Insanity and Good.

This has actually been used a few times in D&D; one case was in a 3.5 monster book from a third-party publisher called The Inner Circle, who put out a campaign setting called Avadnu under the imprint "Violet Dawn." They made a PDF called "Legends of Avadnu" which was a supplement to their world's bestiary, containing a race of monsters called Lumina; part of the description for Lumina as a race states that
Legends of Avadnu said:
Lumina originate on a plane of infinite wonders, a place where goodness and beauty are integral to existence. However, their home is also so unlike most realities that it can be maddening; fire, light, and thought itself are among the elements of their world that differ wildly from those found elsewhere. In many ways, lumina are closer kin to beings such as pseudonaturals and neh-thalggu than they are to celestials.
Three types of Lumina are presented in that book; all are Epic-level foes so probably not anything you'd actually want to use in your game. But the point of the Luminas' existence is still valid: the Far Realm can contain heroes or altruists too.

What this means, to your game, is that there may be a way for the PCs to "win" (by which I mean, stop the invasion of the Old Ones) if they can somehow make contact with creatures from the Far Realm that are not intrinsically Evil in addition to being just Insane. The Good Far Realmers like Lumina may find your reality so intrinsically warped and horrid that it corrodes their very thoughts, and therefore hate it and wish it "purified" or eradicated, but... maybe they can be communicated with and persuaded to accept the notion that just shutting it away again is good enough. Maybe they are sickened by the portions of your multiverse that the "eaters" are bringing through to the Far Realm and devouring, and they'd just as soon see the Gates the eaters are using to do that permanently closed; since they're from the Far Realm themselves, they probably have powers on a similar ridiculous level as the Entities that are invading the PCs' own existence. So maybe by acting in concert with the PCs somehow, they can shut down the portals and prevent the apocalypse.

Of course, even learning of the existence of such Entities is likely to be fraught with peril and numerous opportunities for permanent loss of sanity on the part of the PCs in its own right. And you'll need to answer the question of why the gods haven't tried to contact the Good Far Realmers themselves, of course; but that one can actually be pretty easy: desperate people, you see, usually don't think very well and end up doing stupid things. The gods are clearly desperate, as demonstrated by their shutting off the Divine Magic spigot and letting the fiends step in to take over. So they're probably not even thinking of alternate possibilities like the existence of potential help on The Other Side. Alternately, maybe the Good Far Realmers are terrified by the power of the gods, and see them as a prime reason to allow the destruction of the existence they hail from; tiny and near-helpless creatures like the PCs, though, are more like toys (cue Aklo translation of "Oh look, they're so CUTE!") and thus, more likely to capture and hold positive attention.

This, of course, is most useful if you actually want the PCs to be able to "win-" if you're really dead-set on having Reality Go Boom, then hey, more power to ya (or rather, more power to Azathoth/Nyarlathotep/Shub-Niggurath Cthulhu Rllyeh wagh-nagl FTHAGN!).
 

@the Jester That is a really cool idea having them quest for maintaining their power. Would definitely help with the middle of the campaign where I am having some trouble with figuring out how to level them up.
 

This is probably at odds with what you have in mind, but I thought I'd post it, perhaps some of the ideas within will help with your campaign. Also, if you're interested, my blog here has several maps of the city of Geihemne and what lies beneath, if you're interested in using them.

Yoink...
 


If we're getting into literary recommendations, I have one to make.

If you'd like to read a literary description of the Far Realm itself, and what it truly means to go or "exist" there (so to speak), I cannot recommend highly enough that you hunt down a copy of a story written by H.P. Lovecraft and E. Hoffman Price. "Through the Gates of the Silver Key" contains the single best description of the Far Realm that I have ever encountered, and that includes the description in 3.0 Manual of the Planes (although the MoP description is certainly more evocative in terms of imagery).

It's a rare story; most collections of Lovecraft stories don't include it- but if you find it and read it, you will understand what I meant. And to a large degree, why the Far Realm drives people insane.

On a personal note, that story is also what led me to postulate that Uvuudaums are essentially the Platonic "perfect Forms" (or Archetypes, in the philosophical sense) of various types of real people. That, in turn, led me to create NPCs like The Paladin, which showed up in my own campaigns several times (and were always quite memorable encounters to the players when they did).
 
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