teleported PCs to random dungeon - where would you put 'em?

I have a vision of the "master race" being brains in jars toted around by (whatever British humanoid - moon ape or whatever). Hmm...

I may have improved your comment.

"I say, chaps- a nice day to cart around the old cerebellums, what?"

On the whole, either your formulation or mine sounds a bit like a twisted version of the Buck Rodgers TV show with Gil Gerrard.

*twiggytwiggytwiggytwiggy* "What up, Buck?"
 

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Ultimately I have decided to put them in an Underdark like place on the moon. I'll be smooshing together a lot of stuff from various sources:

MM: modified xill (a bit nerfed, but with electricity guns and sonic swords); modified violet fungi (they are much more ambulatory, like evil mushroom men)

Paizo's Into the Darklands - rules for travel through underdark (including speeds, chances to get lost, chances to be delayed, hazards, survival issues), radioactive minerals, unusual flora, and creatures including their moorlocks (degenerate humanoids descended from escaped slaves of various humanoid stock), modified intellect devouerer (no claws - but can float/fly), and their Seugathi - a madness-inducing tentacled catepillar type thing.

Psionics Handbook: astral constructs (these have been tainted with a malevolent intelligence and are roaming the underdark - there are pockets of astral goo that have always leaked into these caves, and the inhabitants have used this material to shape objects and create effects, but now it's coming to life and attacking whatever races live down here). I have a player who kind of homebrewed a psion/shaper class and I want him to have a special chance to shine in this adventure. I will come up with some rules to allow him to craft bits of this astral goo into spell-like effects or utility objects.

MM II (I think): clockwork horror (the flying brains can alternatively ride inside these)

Tome of Horrors: some suitably alien lifeforms including mantari, flail snail, psionic elemental, cave moray, carrion moth, blindheim, basidirond
 


Paizo's Into the Darklands - rules for travel through underdark (including speeds, chances to get lost, chances to be delayed, hazards, survival issues), radioactive minerals, unusual flora, and creatures including their moorlocks (degenerate humanoids descended from escaped slaves of various humanoid stock), modified intellect devouerer (no claws - but can float/fly), and their Seugathi - a madness-inducing tentacled catepillar type thing.

That sounds pretty interesting, Eric: is all of that in Into the Darklands, or just the first parenthetical comments??
 
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I'm modifying their version of the intellect devourer (and honestly, it may just be the SRD intellect devourer they statted out, I haven't compared them), but yes everything in that paragraph is from that book.
 



What I have to sort out is ... a) why does the surface race need slaves, and b) how do escaped slaves survive in the tunnels (and has something changed recently that threatens their survival - and that the PCs could help them with). I think the surface probably has a very sparse atmosphere; and it's probably very dry; so maybe the slaves are used in "mining" water. I guess the tunnels will have more atmosphere in them for whatever reason...
 

A dry surface, maybe the slaves are building giant structures, like Easter Island or Egypt.

Underground maybe deep deep borrow Journey to the Center of the Earth. Minus Brendan Frasier.
 

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