12 - And I'm taking the kids! The party is approached by Falessa. Falessa has decided to quit both the cult and her absentee husband. However, her first attempt at this has failed, and she needs help to recover her children. Umariel is being held in the house by Huscor Blaine. Zozo is with her father, studying at the Chained Towers that hang over the Slithering Pit in the Abyss. She has since recanted her ambitions, and wants to leave the place. The Chained Towers are full of enough powerful demons to kill the PCs a hundred times over, so a direct assault is not advisable. While Razjiok is reasonable about letting Zozo leave, Fescariot the Breaker will not be.
The quest can include Umariel's rescue, Zozo's rescue, or both, depending on how challenging you want the adventure to be. Falessa can provide them with disguises and passage the Abyss (a long ladder-portal in the orchard).
Fun things that can happen in the Chained Towers: (1) The party is approached by screaming cultists who need help killing a Cathedral Beast that they created moments ago but have lost control of. The PCs will also have an opportunity to create and release some Cathedral Beasts of their own to cause some havoc. (2) Free an angel, which will blow their cover but give them an ally. (3) Some cultists have been condemned to a painful death after presenting an unacceptable eschatorium to Zala Vacha (they had a really stupid plan to end the world), and Vadregore, the Architect of Carrion, wants suggestions on how to kill them. (4) After witnessing Quangth, the Slouching Worm, steal some spellbooks from the smaller library, they'll have a chance to steal some books or turn him in (and watch the fireworks). Note that if they steal some books with Quangth, he will hang out with the party afterwards, and try to tag along. Go to Comment
Very nice! This article does a great job making non-euclidean architecture accessible to a GM is a usable fashion. I love how well you capture the parts essential to gaming and manage to avoid a lengthy mathematics lesson. Looking forward to the next one. Go to Comment
Great article, but please do not continue before I have taken some aspirin. This is good for both a the mad mage building an impossible tower, as for the spaceship that jumps outside of the space-time continium. Go to Comment
We're going to go with, "Awesome" and leave it at that. It feels a bit more sparse on immediate usability compared to part 2, but it still introduces the concepts nicely, and gives some good starting ideas. I highly approve. Go to Comment
Perhaps a simple way to mix these concepts into a game grid would be to put players or characters into a space in which light suddenly moves in an extremely non-euclidien path over short distances. The characters would have to quickly adapt to "seeing" something in front of them that is actually to their left, and things that are moving would appear to be moving around them or disappear from vision. Go to Comment
A very thought provoking sub, and has enough solid math to be easily understandable as well by most of us scientific/tech geek types.
The only down side I can see is trying to explain the nuances of this article to a non science gamer in a way that doesn't take most of an evening and can be readily remembered several sessions down the road. (I.E lay-mans terms)
Then again there's some things you just can't put into lay-mans terms any plainer then this article does, and for those of us with a desire to use non-euclidean structures in our games, the upside is we (and the majority of our players) likely already have the requisite intellect to comprehend and make good use of the article as written.
Thought provoking and a well deserved 5.0!
(I would have commented and rated sooner but the temporary vote refresh bug served to delay my efforts.) Go to Comment