Malimar
2014-11-15, 04:32 PM
So I'm running a Spelljammer game in Pathfinder. The main villains of the campaign have yet to be directly revealed, although their vessels and minions have been encountered once or twice.
So I'd like to harness the Playground's knowledge and brainstorming powers to nail down what, exactly, the villains of this campaign are.
Here's what the players know about the creatures:
They fly around in disc-shaped vessels that leave a trail of thick black smog everywhere they go -- this smog is why the party hasn't gotten a great look at the creatures so far
They might be, but are not necessarily, roughly humanoid in form, though they may also have tentacles
Their modus operandi is to come to a place, hover over the center of town, and start playing music. This music fascinates, except it also draws people to walk towards the vessel, where they are abducted
When threatened, the vessel releases a Chaos Beast. If the chaos beast is defeated, the vessel flees
(In the unlikely event that any of my Spelljammer players are reading, do please stop reading now.)
I haven't established why they're abducting commoners. Originally I intended for the monsters to be transforming them into more monsters, but then I had the idea that they might be using them to power some manner of superweapon, perhaps one intended to shatter crystal spheres (to what purpose, though? They've been established as being able to pass in and out of crystal spheres just like regular spelljammers. Perhaps shattering a crystal sphere destroys the world within, and doing this to worlds would benefit them in some way).
If pursued, the ship may release enslaved Nightmares, Manticores, Elder Things, or Chupacabras. If chased more, it will retreat into a sort of acidic liquid nebula, into which the party's spelljammer will be unable to follow without some upgrades. Once they get these upgrades, they'll be able to pursue the villains into the nebula, where they will discover just what they're dealing with.
They'll be somewhere in the 7-9 level range at that point, so the basic form of the villain should be around that CR, though templates and class levels and alternate versions can bring them up as needed beyond that.
My inspirations so far have been the Borg from Star Trek, a dream one of my players had involving "undead steampunk vikings", the reavers from Firefly, the Wraith from Stargate: Atlantis, and Davy Jones's crew from Pirates of the Caribbean. The steampunk bit in particular is something I want to use, because Spelljammer, though I'm leaning more towards steampunk aberrations than steampunk undead.
I'm half-inclined to just convert over Mind Flayers of Thoon from MMV, but I kind of use them too much already. And anyway mind flayers have a different ecological niche in Spelljammer than they do in most settings, so MFoT might not fit so well. But they've got kind of the vibe I'm looking for.
So: does any of this conjure up in your minds any suggestions for monsters or templates or monster+template combinations? I'm open to adapting 3.0, 3.5, third-party material, or even earlier stuff if I can.
So I'd like to harness the Playground's knowledge and brainstorming powers to nail down what, exactly, the villains of this campaign are.
Here's what the players know about the creatures:
They fly around in disc-shaped vessels that leave a trail of thick black smog everywhere they go -- this smog is why the party hasn't gotten a great look at the creatures so far
They might be, but are not necessarily, roughly humanoid in form, though they may also have tentacles
Their modus operandi is to come to a place, hover over the center of town, and start playing music. This music fascinates, except it also draws people to walk towards the vessel, where they are abducted
When threatened, the vessel releases a Chaos Beast. If the chaos beast is defeated, the vessel flees
(In the unlikely event that any of my Spelljammer players are reading, do please stop reading now.)
I haven't established why they're abducting commoners. Originally I intended for the monsters to be transforming them into more monsters, but then I had the idea that they might be using them to power some manner of superweapon, perhaps one intended to shatter crystal spheres (to what purpose, though? They've been established as being able to pass in and out of crystal spheres just like regular spelljammers. Perhaps shattering a crystal sphere destroys the world within, and doing this to worlds would benefit them in some way).
If pursued, the ship may release enslaved Nightmares, Manticores, Elder Things, or Chupacabras. If chased more, it will retreat into a sort of acidic liquid nebula, into which the party's spelljammer will be unable to follow without some upgrades. Once they get these upgrades, they'll be able to pursue the villains into the nebula, where they will discover just what they're dealing with.
They'll be somewhere in the 7-9 level range at that point, so the basic form of the villain should be around that CR, though templates and class levels and alternate versions can bring them up as needed beyond that.
My inspirations so far have been the Borg from Star Trek, a dream one of my players had involving "undead steampunk vikings", the reavers from Firefly, the Wraith from Stargate: Atlantis, and Davy Jones's crew from Pirates of the Caribbean. The steampunk bit in particular is something I want to use, because Spelljammer, though I'm leaning more towards steampunk aberrations than steampunk undead.
I'm half-inclined to just convert over Mind Flayers of Thoon from MMV, but I kind of use them too much already. And anyway mind flayers have a different ecological niche in Spelljammer than they do in most settings, so MFoT might not fit so well. But they've got kind of the vibe I'm looking for.
So: does any of this conjure up in your minds any suggestions for monsters or templates or monster+template combinations? I'm open to adapting 3.0, 3.5, third-party material, or even earlier stuff if I can.