| Post/Author/DateTime | Post |
|---|---|
| NitrosDragon06-25-07, 10:13 PM | Anybody ever try making that story into a quest or two? I just saw the movie and I thought it was an awesome fantasy. And if not... is anybody interested in starting one? -ND |
| meaux106-25-07, 10:21 PM | I saw that movie and thought it was amazing... I haven't really thought on how to translate it into a D/D story though. Although it would be pretty easy to take the idea of each of those quests the girl did and make them into adventures that all lead up to something... I wouldn't be sure on how to create the big finale for the adventure. |
| ewancummins06-25-07, 11:01 PM | I'd like to see a D&D stat block/write up on the Pale Man[ creepy monster dude that eats children]. |
| azoth7206-26-07, 12:12 AM | That was probably one of the best movies I've ever seen. Tragic and written very well. I borrowed the influence of Pan (trickery) and if you ever try to make your players cry at the table because of misfortune, this movie is a great influence. While it would be hard to create the social life that Ophelia had, you can certainly drive the theme (or tagline), "Innocence Has A Power Evil Cannot Imagine" to impact the players more emotionally. If you did make this into a D & D adventure, the players would probably have to be bystanders and watch someone else's life crumble in front of them, and the players would seem to have little or no influence on what happens to that person. This, however, would only work for tragedy; not so much for the players who want to kill and level up. I would definitely be interested in starting one though. |
| NitrosDragon06-26-07, 09:51 AM | I was thinking that the players were kept as POWs from Orcs (the captain and his soldiers...) Whereas the soldiers that live in the hills might be some other race. The Orcs would force them to help fight battles, and at night, when they're locked up, Pan would visit them and give them a chance at freedom. Since the Orcs would have taken their weapons away while they're locked up, it would make the PCs considerably weaker (if they're all not spell casters). And if some are, the orcs might cast an anti-magic circle around the prison or something. Any feedback? -ND |
| azoth7206-26-07, 11:18 AM | I think that would be really good. Maybe when Pan offers them a chance at freedom (if, they would go to the labyrinth at the next full moon), he could give them the piece of chalk so they could escape the prison. However, distrust would grow in Pan when the players have the fight the Pale Man, unarmed. After escaping, they may decide to join the rebellion (I was thinking using Dwarfs, they could bury into the sides of hills and they just want to kill the Orcs nearby their homes). Then it would ultimately be up to the players to decide whether to go to the labyrinth or not. |
| NitrosDragon06-26-07, 01:02 PM | This is awesome. Anybody interested in statting this stuff up? I was thinking that Pan would only give them freedom after completion of the 3 tasks, so now the PCs have an objective. And even after freedom, the PCs would be stuck wandering the labyrinth. So there's even more room for the campaign. Also, The Pale One could pretty much keep the same ideal. He casts a spell to create an illusion of a large feast, that PCs must take a will save to resist. Otherwise, they are powerfully enticed to gouge themselves in the meal. Which then angers The Pale One, because he hates greed? I'm not sure why he attacked in the movie. I'm thinking greed was it. So, anyway, he could probably have that illusionary feast, to draw prey in (children have low Will saves), as an ability. -ND |
| azoth7206-26-07, 09:55 PM | One of the best parts to play with in the campaign would be to decide whether Pan really is offering them a chance at freedom or if he really doesn't exist and everything he says is a lie. After all, the movie is still opened to debate over the idea of whether Ofelia actually encountered Pan and all the fantastical beasts or if it was a figment of her imagination. Going along with the idea of why the Pale Man decided to attack, I would agree that it was greed. What do you think the average party level should be? |
| NitrosDragon06-26-07, 11:13 PM | And this, D&D, being a fantasy world, I think Pan should be real. I suppose that would depend on the strength of The Pale One. We can always just make everything tougher, but he has to be just tought enough so that PCs don't want to fight with him, and only stand a small chance with him incase they do. Pan is probably a lesser diety of somesort. We also must consider the strength of the dwarfs and orcs as well. And I'm also thinking of it not being orcs and dwarfs. Maybe something more parallel to the movie, like, goblins and elfs, or troglodytes and halflings. Just some thoughts. But, level wise, I was thinking 4-6 range...maybe. ? -ND |
| RedRory06-29-07, 02:04 AM | I too recently watched Pan's Labyrinth. Fantastic eerie film. Just thought I'd add in if you're looking for similar creepy fey stuff you should check out Arthur Machen. He was a British writer turn of 20th century and a sizeable influence on Lovecraft. I recommend his short stories The Great God Pan and The White People. I think most of his works have been republished by Chaosium. Additionally, Lord Dunsany has some excellent stories. |
| azoth7206-29-07, 11:41 AM | I'd like to see a D&D stat block/write up on the Pale Man[ creepy monster dude that eats children]. Enjoy: Pale Man Large Outsider Hit Dice: 4d8 + 12 (30 hp) Initiative: + 4 Speed: 20 ft. AC: 9 (-1 Size) BAB/Grapple: + 4/+ 10 Attacks: 2 Claws + 10 melee, Bite + 5 melee Damage: Claw 1d6 + 5, or Bite 1d8 + 5 Face/Reach: 5 ft. by 5 ft./5 ft. Special Attacks: Frightful Presense, Swallow Whole, Improved Grab Special Qualities: Scent, Illusionary Quality, Sensitivity to Sunlight (blinded by sunlight) Saves: Fort + 7, Ref + 1, Will - 1 Abilities: Str 21, Dex 10, Con 16, Int 6, Wis 6, Cha 4 Skills: Listen + 7, Search + 5, Spot + 7, Jump + 12 Feats: Alertness and Improved Initiative ________________________________________ _____________________________________ Climate/Terrain: Underground Organization: Solitary Challenge Rating: 4 Treasure: Standard Alignment: Chaotic Evil Advancement: None The Pale Man is a cursed, child-eating monster that lures people into its lair and when greed overtakes them, it awakens and attacks. The Pale Man has its eye sockets on its hands, so when it awakens, the first thing it does is place its eyes into its sockets (taking 1 round) and then examining its surroundings, looking for food. It has long, sharp claws that it can use to slice with, or it can swallow small things. Combat Frightful Presense (Su): The Pale Man stirkes fear into people by just looking at its deprived body. Affected creatures must make a Will save (DC 11) to negate the effect. Improved Grab (Ex): This monster has had to grab creatures many times in order to swallow them. Once a fine, tiny, or small creature is grabbed, it can be swallowed. Swallow Whole (Ex): Once the Pale Man has successfully grabbed a fine or small creature, it can attempt to swallow them by making a successful grapple check. The creature takes 1d8 + 5 of crushing damage for two rounds, then is ingested for 2d8 + 6 points of acid damage per round. Illusionary Quality: The Pale Man can create an illusion of a banquet that creatures must make a Will save (DC 18) to resist. If the creature fails, the Pale Man will awaken, take one round to get its eyes in its sockets, and then attack. Sensitivity to Sunlight: Being underground for such a long time, the Pale Man becomes blinded by the sun. It will have to use scent in order to fight. |
| NitrosDragon06-29-07, 07:22 PM | I will be working on maps this weekend, if I have time. -ND |
| ewancummins06-29-07, 08:30 PM | Pale Man! Heck yeah! Nice, Azoth. :) |
| Delfedd06-29-07, 10:53 PM | I would change the food requirement into something the PCs really want. For example, they are deprived of weapons, and so the Pale Man offers them weapons, arrayed on his table but out of his reach. I don't think that a will save would be ideal for the campaign. It has to do with the choices of the players, not failing a saving throw. I thought that the Pale Man actually had the feast arrayed. Perhaps all of the players find their personal effects on the Pale Man's table. The wizard's spellbook, the fighter's sword, the rogue's lockpick. How the pale man got them, I don't know. But it would make for a better scene. |
| azoth7206-30-07, 03:13 PM | I would change the food requirement into something the PCs really want. For example, they are deprived of weapons, and so the Pale Man offers them weapons, arrayed on his table but out of his reach. I don't think that a will save would be ideal for the campaign. It has to do with the choices of the players, not failing a saving throw. I thought that the Pale Man actually had the feast arrayed. Perhaps all of the players find their personal effects on the Pale Man's table. The wizard's spellbook, the fighter's sword, the rogue's lockpick. How the pale man got them, I don't know. But it would make for a better scene. As much better as that may be, the captain (because the PCs are prisoners of war in this) would have taken their weapons by now. Not only that, but I would prefer to stick as close to the movie as possible. I'm still thinking about the will saving throw though. Thanks for the feedback. |
| NitrosDragon06-30-07, 03:16 PM | I would change the food requirement into something the PCs really want. For example, they are deprived of weapons, and so the Pale Man offers them weapons, arrayed on his table but out of his reach. I don't think that a will save would be ideal for the campaign. It has to do with the choices of the players, not failing a saving throw. I thought that the Pale Man actually had the feast arrayed. Perhaps all of the players find their personal effects on the Pale Man's table. The wizard's spellbook, the fighter's sword, the rogue's lockpick. How the pale man got them, I don't know. But it would make for a better scene. Maybe, instead of just food, the illusion is specific to whoever is looking upon it. For Ofelia, it was food, becuase she was hungry and poor. It may be different for every person. That's a fantastic idea, and when I run the campaign, I might just make it piles of gold, magical items, the bit.Whatever invokes greed from the PC's. Thanks again for the feedback. :D -ND |
| Gandrel06-30-07, 03:28 PM | cool thread! i loved the film, too! Dont forget the huge frog under the tree and the stats for Pan itself! |
| d2447866706-30-07, 03:42 PM | For the record, in the director's commentary, it isn't actually Pan. It's a faun. Perhaps a Celestial Satyr? |
| azoth7206-30-07, 04:27 PM | These versions of fauns (Satyr in the Monster Manual) are more adapted to the character of Pan in Pan's Labyrinth. Fauns (or Pan, it doesn't really matter) Medium Fey Hit Dice: 5d6 (18 hp) Initiative: + 1 Speed: 40 ft. AC: 13 (+ 2 Natural, + 1 Dex) BAB/Grapple: + 4/ + 10 Attacks: Gore + 2 melee, Bite - 3 melee Damage: Gore 1d6, or Bite 1d4 Face/Reach: 5 ft. by 5 ft./5 ft. Special Attacks: Spells Special Qualities: Low-light vision, invisibility Saves: Fort + 1, Ref + 2, Will + 8 Abilities: Str 11, Dex 13, Con 11, Int 18, Wis 19, Cha 21 Skills: Bluff + 22, Diplomacy + 11, Hide + 6, Intimidate + 7, Listen + 11, Move Silently + 9, Sense Motive + 10, Spot + 10 Feats: Persuasive, Negotiator, Combat Casting, Alertness, Skill Focus (Bluff), Stealthy ________________________________________ _________________________ Climate/Terrain: Unknown (according to Greek mythology, labyrinths) Organization: Solitary Challenge Rating: 6 Treasure: Double Standard Alignment: Chaotic Neutral Advancement: None Whenever dealing with fauns, you better bring all the charismatic abilities you have to the encounter. Fauns are devious and know how to manipulate creatures with their amazing charismatic abilities. They can easily bluff and it is hard to detect whose side they are actually on. Fauns normally do not like to fight, and would rather flee the fight by giving themselves some time by bluffing, and then becoming invisible and running away. If cornered, they have some spells in their arsenal to aid themselves. Spells (Sp): Treat as a level 5 wizard. Fauns DO NOT carry their spell books on themselves, they leave it in the alternate plane of Ofelia's kingdom and then come to the material plane. Invisibility: When fauns are feeling threatened, they will bluff to try and buy even a smallest amount of time (or intimidate), so they can back into the shadows and turn invisible. Creatures witnessing him see him slowly fade away and blend into the shadows (see the scene in the movie when Pan disappears from Ofelia after the second task) (DMG3.5 295 for rules on invisibility). Low-light vision: Pan can see twice as far as normal in dim light (DMG3.5 296 on rules for low-light vision). Skills: Fauns receives a + 5 racial bonus to bluffing. They have a lot of practice and are used to being ordered around by the King and Queen of the underworld to deceive. |
| NitrosDragon06-30-07, 08:09 PM | I do hope that you did satistics for a faun. I don't think my PCs will have much fun chasing a baby deer around (fawn). ;) Fantastic work, though, Azoth. -ND |
| azoth7206-30-07, 09:02 PM | My players are so random, I figured that if they met Pan they would attack him and try to take his money and equipment. On another subject, what race would best suit the Spanish and the guerrillas? I'm beginning to think it may just be best to keep them as humans. |
| Gandrel06-30-07, 10:31 PM | In my opinion you should stick with humans only, to add the special flavor that creatures like pan, the pale man and the faeries add to your game. And i would sugest that you remove the trample ability from the faun, it sounded i litle ridiculous. Give them some ilusion and enchantment spells as spell like ability and that gonna fit nicer in the image of the fauns movie. |
| ewancummins06-30-07, 10:50 PM | How closely are you trying to model the film? If you are just drawing some inspiration from it, and adapting a few monsters, I think you can play around a bit with the races. I would make the guerillas and the government forces all members of the same race or nation[with a few outsiders included among the guerillas, I suppose]. That shows that it's a civil war. Instead of orcs versus dwarves, it becomes more complicated. Who are the good guys, anyway? Humans work fine, but so do any number of other races, IMO. What if both sides are primarily gnomes? |
| NitrosDragon07-01-07, 05:15 PM | I was just going for the feeling of the game, instead of exactly same plot. That's just me, though. |
| d2447866707-05-07, 04:25 PM | :bump:ity, :bump:ity, :bump: |
| Alexeduardo07-05-07, 08:52 PM | As a matter of fact, the "good guys" had been hearing thet the guerlla were evil their whole lives. You should make the captain and his men human and the rebels Goblins |
| NitrosDragon07-05-07, 09:24 PM | As a matter of fact, the "good guys" had been hearing thet the guerlla were evil their whole lives. You should make the captain and his men human and the rebels Goblins I don't think goblins would be likeable enough to my players. They would kill them on first sight, probably. But that's just meta-gaming. =\ Damn PCs. -ND |
| Delfedd07-05-07, 09:34 PM | Exactly. But if the situation is Dire enough, the players should work with the Goblins, no matter the cost. |
| NitrosDragon07-08-07, 04:10 PM | Anybody got any encounters or stuff worked out yet? |
| d2447866707-14-07, 10:35 PM | :bump: |