Abomination Vaults Revamped

Abomination Vaults Revamped

You will be taking on the Abomination Vaults; an underground megadungeon filled to the brim with undead, devils, and other monstrosities.

TYPE

Campaign

LEVELS

1–11

LANGUAGE

English

EXPERIENCE

Open to all

AGE

All Ages
4 NEEDED TO START
$15.00

/ Session

Details

Weekly / Thursday - 5:30 PM UTC

Session Duration / 3–4 hours

0 / 6 Seats Filled

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This game will begin once 4 players have joined
About the adventure

This adventure will take you through the depths of the, "Abomination Vaults," a mega-dungeon that will put your combat and tactical cooperation skills to the test, while also being a great sink-or-swim introduction if you want to understand PF2E's combat and exploration systems. I plan to mitigate some of the early-game brutality depending on player experience and party-comp. Additionally, more emphasis will be placed on storytelling comparatively to how to module is normally presented. It's still light on story, but I've bothered to add in some connecting tissue for the story to make more sense and have some actual buildup. Your party will begin their journey in the small fishing town known as Otari; the place many of you may call home. The call of the riches and adventure to be found at the nearby lighthouse, Gauntlight, is too much opportunity for you to ignore, and as a result you will make your way through its seedy depths in order to claim riches, glory, and defeat the evil within!

Game style

Dungeon Crawl

Roleplay Lite

Tactical / Crunchy

Hexcrawl / Exploration

Meet the Game Master

3 years on StartPlaying

About me

I’m a GM with over 8 years of experience looking to run long-form campaigns in PF2E. I am fully open to GMing for all kinds of people from all walks of life, and I am very eager to teach new players if they require any help. As for my personality, I'm very easygoing and open to weird, wacky, ideas that my players might come up with to solve a problem; even if I didn't plan for it. I'm also very open to communication outside of the actual games being run for players that have ideas about what they want to do next session, or if they have some concerns about the current player dynamic if someone feels uncomfortable with something someone else might have done or said. My goal is to create a very open environment for my players so that they feel comfortable enough to talk about possible problems they might have so that I can do my best to solve those problems, because at the end of the day; TTRPGs are all about cooperation and having fun with other people. If someone isn't having fun; I want to do my best to rectify that. As for the systems I'm willing to run; I started out with PF1E, and then later shifted to D&D 5E when my players all wanted to switch to it. I have been getting tired of 5E for years at this point, and ever since the OGL debacle; I have decided to completely stop running D&D content. I have also tried a few other TTRPGs that include, but are not limited to; Call of Cthulu 7E, Mutants & Masterminds, Soulbound, and Zweihander. Systems that I am very eager to try currently include Shadow of the Demon Lord, Worlds Without Number, and Symbaroum.

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Character creation

Creating your character

Characters will mechanically be made during session 0 with the group as a whole. Backstories are expected to be sent to me privately via discord private message after session 0 but before session 1, and they need to also be put on your character sheets in the biography section. All common and uncommon character building options are available to choose from without talking to me first about it (unless an option is restricted by campaign, ethnicity, or some other setting specific caveat). Rare options are on the table; however those will always need to be approved by me. You'll have access to the Free Archetype, Ancestral Paragon, Gradual Attribute Boost, and Automatic Bonus Progression variant rules. These are available to ensure the party is strong enough to face the general difficulty and occasional difficulty spikes. You will also have access to various 3rd party ancestries created by Battlezoo; provided you can thematically justify why you're playing as a literal dungeon.

What to expect

Preparing for the session

You will be expected to have a microphone that allows others to clearly understand your voice and a discord account for voice chat.

What Proxiss brings to the table

I have access to the official Abomination Vaults module via Foundry VTT and will be running the game on that platform while we communicate via discord. The adventure itself is incredibly light on role-play opportunities with NPC's so I have taken to adjusting some story-beats in the past in order to create more role-play opportunities for players that are interested by that. During the adventure I will do my best to give unique voices and mannerisms to individual NPC's and will primarily use the expansive library of music created specifically for the module (with some of my favorite video game tracks added in when appropriate or the default music has gotten stale). In terms of how I actually run the game from the standpoint of Rules as Written vs Rule of Cool. I will typically follow the rules of the system and module unless I find something to be noticeably not fun or imbalanced.

Homebrew rules

Short Resting: Spend 10 minutes to get some resources back. Very useful to keep things moving throughout the megadungeon. Rebalanced Mechanics: More linear scaling for the Aid action, more accessible crafting, less punishing climbing and swimming, and standardized Hero Point distribution. Heroic Recovery: You get some significant benefits for spending all your Hero Points to stabilize instead of well... just stabilizing.

Equipment needed to play

Computer

Headphones

Microphone

Internet

Safety

How Proxiss creates a safe table

This game will have a lot of combat, and I do really mean a lot. It's important for your characters to be somewhat optimized if you care about their consistent survival throughout the entirety of the campaign. This can be difficult for many players; whether they are new to PF2E or not. So we will be holding a session 0 before the campaign proper in order to make sure not only that everyone is comfortable with role-play synergies, but also mechanical ones. The way session 0 will go is that the group will discuss general classes or build ideas that they have so that they can narrow down the playstyle they want to take for most scenarios. Then once the group has narrowed these ideas down; I will talk to players individually to walk them through or observe character creation so that I have a decent level of mechanical familiarity with their characters. Finally, we will do one last group review to make sure that everyone is still satisfied with their synergies.

Content warnings

Safety tools used

Frequently asked questions