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teleported PCs to random dungeon - where would you put 'em?
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<blockquote data-quote="EricNoah" data-source="post: 4605453" data-attributes="member: 4"><p>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:</p><p></p><p>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)</p><p></p><p>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. </p><p></p><p>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. </p><p></p><p>MM II (I think): clockwork horror (the flying brains can alternatively ride inside these)</p><p></p><p>Tome of Horrors: some suitably alien lifeforms including mantari, flail snail, psionic elemental, cave moray, carrion moth, blindheim, basidirond</p></blockquote><p></p>
[QUOTE="EricNoah, post: 4605453, member: 4"] 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 [/QUOTE]
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teleported PCs to random dungeon - where would you put 'em?
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