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Adventure crafting help requested - my players stay out

Started by Name Lips, March 03, 2006, 01:02:03 AM

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Name Lips

Everybody from my group stay out. Yes, that means you too. You wouldn't want to read this thread anyway, since it would spoil the fun.

OK, everybody who's not supposed to read this gone? Good.

All right.

Here's the situation. The campaign is set in the Kingdoms of Kalamar setting, though this shouldn't impact this discussion much. The important factor is that I've changed the multiverse around. Of course, since none of the PCs took ranks in Knowedge (the planes), nobody knows this, and it's entirely possible they're operating on player meta-knowledge.

Since level 3 or so, the PCs have been foiling the plans of the Secret Network of the Blue Salamander, a sort of power-behind-the-scenes. Think Illuminati. Except in recent decades, they've fallen out of power and have been engaging in a sequence of (failed) projects to restore their wealth and influence. The party is in the process of foiling their final attempt at regaining power. After this, their resources will be spent, their organization in tatters. One last batch of assassins will face the party, with no mission other than vengence.

Or, rather, this is what the PCs think is going on.

The Blue Salamanders are actually led by a colony of 20 or so Mind Flayers, the last of their race. Their Elder Brain is dying, and they've lost the ability to reproduce. The "attempts to regain their lost power" of the Blue Salamanders are, in actuality, attempts to fund the magical research the Mind Flayers are conducting in their attempt to save their species. After the last batch of assassins is dispatched, the PCs will find their way to the Blue Salamander's secret headquarters, and from there, into the chambers of the Mind Flayers.

I have it all mapped out. Not overly large... once past the "human" sections of the base, the Mind Flayer's area consists of a circular hallway, with six rooms on the inside of the circle. A couple of hallways squeezed in between the rooms lead to the center of the area, where the Elder Brain resides.

What I need is logical and sensible ideas for what Mind Flayers would do with 6 large chambers. They probably have some thralls, and a place to sleep. A teleportation chamber is already accounted for in the human sections of the complex. What sort of things do Mind Flayers do during their long days of plotting and pondering? I want this place fleshed out, with real atmosphere and purpose.

What sort of defenses would they employ? Humans, with the exception of thralls, aren't allowed into the Mind Flayer section. So maybe traps and guardians that only target humans with no Mind Flayer accompanyment?

I should give a bit of background, since I've mucked about with the planar system. There is one primary other plane called "Otherworld." This plane contains all extraplanar creatures, but its own nature changes. It has a "good" end and an "evil" end, all existing in the same physical space. Evil creatures in Otherworld, after a few days, notice the elementals becoming darker, the landscape becoming twisted and black, and more and more demons and devils wandering about, until after a few weeks, they're truly in a Hellish place. Good creatures in Otherworld experience the opposite, as the plane orients itself toward its "good" end.

The Mind Flayers of my Kalamar were cast out of the Evil half of Otherworld as part of a power struggle millennia ago, and their race has been withering ever since. They possess the magic to return, but know the demon princes would destroy them in an instant. So they remained in exile, forming the Secret Network of the Blue Salamander to protect them and gather power. Dispite their best efforts, though, their race has diminished from several hundred to the 20 or so that remain.

So I need details, planning, defenses, flavor text, ideas, whatever. The party will be 11th level, and quite capable of handling a few Mind Flayers if they think before they charge. Their damage potential is absolutely frightening - and Mind Flayers are squishy and prone to death once you start whacking them. Their most useful servents will have already been killed by the party, so they're all that's left. The complex once housed a few hundred of them in somewhat cramped quarters, now the 6 large chambers seem far too large for the 20 that remain. How would they make use of this space?

What about the fading Elder Brain? What should its capabilities be? Are there any good resources to draw inspiration from for this? I don't generally do psionics, but that's a big part of Mind Flayer flavor, so any supernatural abilities they end up having will be flavored in that way.
Next phase, new wave, dance craze, anyways, it's still rock and roll to me.

You can talk all you want about theory, craft, or whatever. But in the end, it's still just new ways of looking at people playing make-believe and having a good time with their friends. Intellectualize or analyze all you want, but we've been playing the same game since we were 2 years old. We just have shinier books, spend more money, and use bigger words now.

Xavier Lang

My first thought for the Elder Brain is to have it read the parties mind and pass on the plans of the PC's.  The Flayers, via the Elder Brain, shouldn't be surprised, should know what sorts of beneficial magic the party has, if there is a scout, the roles of the various people, who is the squishiest, who would be the best to try and charm and turn on them, etc...

You can give them a save, but that close to the Elder Brain it should be a difficult one and if even one PC fails most of the information can be gleaned.

Mind Flayers, if I remember, can levitate and may have other travel based powers?  Base the rooms on this assumption.  Have platforms that can't be reached by walking that the flayers can attack with range from.  The players should have to work to get them in range for hand to hand.
As the players pull out levitate and or rope and grapple use the times when they are split up or dangling from ropes to attack.
 

willpax

I think one room should be the kitchen.


Heh heh heh heh. It might look indistinguishable from a torture chamber.

Given that the species is in decline, it might be that they have one room that is something like a Star Trek holodeck for psionics--it really is a small room, but triggers a complete sensory illusion of some other locale. Perhaps the Elder Brain is hoping to trap one or more intruders in the area, which is especially attuned to create very vivid illusions. The mind flayers use it to remember the good old days, but it can serve these other purposes as well.
Cherish those who seek the truth, but beware of those who find it. (Voltaire)

Nicephorus

If you wanna mess with their minds, one room could be converted to remembering the dead. Statues and paintings of flayers playing together, poetry along the lines of "beloved wife and mother", things that humanize the flayers.
 
Maybe flayers are evil only when interacting with other species.

Cyclotron

Quote from: Name LipsWhat I need is logical and sensible ideas for what Mind Flayers would do with 6 large chambers.
I know you've got it mapped out already, but consider this...

I downloaded this off the Wizard's web site a while back. I've wanted to toss it into a game for a while but haven't had the opportunity yet.

Quote from: DM's Notes
Tastes Just Like Chicken

   
   DM's Information
   
   The DM's Map
   The Dungeon Master's map shows the inside of an ornately decorated restaurant and inn. This establishment caters to an unusual crowd: mind flayers, otherwise known as illithids.
   
   The Players' Map
   The players' map is actually an advertisement, a handbill giving directions to an "underground" eating establishment called the Gehirn Cibus ("Brain Food").
   
   Notes
   When the characters approach this restaurant, they see an unobtrusive building painted dull gray. Thick curtains cover all the windows; no shapes can be made out through them. A small sign that says "Open" is on the middle of the front door.
   
   As the characters enter the establishment, they step into a small, dark foyer. A glimmer of candlelight shines from beneath the door opposite the one the characters entered through. The PCs get an odd feeling that the inside and outside of the building do not match.
   
   If they open the far door, the characters are faced with 2d10 illithids who are seated at tables, dining upon distasteful objects. Cloth napkins adorn their coats and laps, and crystal goblets filled with dark red wine stand majestically next to fine china plates. Two illithid waiters dressed in dinner jackets and tails serve the guests.
   
   When the characters enter, the maitre'd will approach them, intending to seat them at an empty table and take their order. If the characters become spooked and attack, the waiters and other customers will join in the fray. If the characters, however, allow themselves to be seated at a table or gracefully decline service, the mind flayers do not attack. They do, however, curiously inspect their fellow diners (the PCs) from time to time.
   
   The menu contains a plethora of different types of brains from young to old, from low to godlike intelligence, from human to non-human.
   
   The Danger
   So long as the PCs behave themselves, they are perfectly safe here. If they start a fight, however, they will have to face all the illithids in the place, foes capable of striking terror in the greatest of adventurers.

  The Take
   PCs who manage to slip away quietly during the meal and explore the place will find several charmed humans, either helping in the kitchen or sitting alone in darkened rooms (holding cells). Rescuing these folks will not be easy, since they are completely docile and have no urge to escape. If the PCs nevertheless somehow suc*ceed, they will gain lifelong allies from their grateful families.
     
Quote from: Player Handout
The Finest in Alternative Dining
     
             
~ Gehirn Cibus ~
     
             
Serving the public for over 15 years.
     
                 
Open from evenfall to night's end.
~
     
                                             
Serving:
     
         
Ranch-bred cattle
     
         
Wild game
     
         
Urban animals
     
         
Special requests available
~
     
             
Served to taste.
~
     
                                         
Ask about our extensive
     
         
selection of fine wines.
~
     
             
Reservations suggested on weekends but not required.
~
     
               
 Just Southeast of the ruined temple
     
Could be a fun front for the stronghold.
Standard for Electrical Safety in the Workplace,
 NFPA 70E, Article 330.4 (F):
"Laser beams shall not be aimed at employees."

Name Lips

The mind flayer restaurant is funny as all hell, but doesn't fit this situation very well. :)
Next phase, new wave, dance craze, anyways, it's still rock and roll to me.

You can talk all you want about theory, craft, or whatever. But in the end, it's still just new ways of looking at people playing make-believe and having a good time with their friends. Intellectualize or analyze all you want, but we've been playing the same game since we were 2 years old. We just have shinier books, spend more money, and use bigger words now.

Cyclotron

Quote from: Name LipsThe mind flayer restaurant is funny as all hell, but doesn't fit this situation very well. :)

That's what I kind of figured, but hey...  You never know.
Standard for Electrical Safety in the Workplace,
 NFPA 70E, Article 330.4 (F):
"Laser beams shall not be aimed at employees."