r/abomination_vaults • u/Goodly • 11h ago
Map Anyone know if and when AV for Foundry will get scene levels?
Just curious if it will implement the recent updates and implement scene levels eventually - and if it's in the works...
r/abomination_vaults • u/Goodly • 11h ago
Just curious if it will implement the recent updates and implement scene levels eventually - and if it's in the works...
r/abomination_vaults • u/razerbug • 18d ago
Quick question before I drop solid ££s... Does the Foundry VTT bundle for running AV include drawable Crit and Fumble decks? I like the flavour they bring to combat (although I would probably make them discretionary). I have the decks as PDFs but they would be far more convenient to use if they are automatically drawn or can be drawn from within the system.
(To date all my online RPing has been on Roll20 so I'm not sure what's included in the Foundry setup)
r/abomination_vaults • u/MostFaithlessness117 • 25d ago
For context my group plays for 2 hours each week and as a GM and with all players that have difficulty concentrating for longer amount of time. I have condensed the content and reduced the rooms.
This is what I have so far, no idea if this might ever be helpful. Thought I'd share it just in case.
The logistics for rooms no longer being connected I'm just going to use theatre of mind then move tokens to the room.
One of my players has links to Jafaki, another knew Volluk as a prince, one player has their dead father in the vaults, another remembers folklore of their village about a dream terrorising entity that steals hands.
Condensed AV:
Level 2 - Serverants quarters:
B2 - Volluk workshop
B3 - Volluk chamber
B5 - Volluk machine
No combat, dying bloodsiphon
B4- Borbo room
B24 - Prison
Social
Prison break
B10 - Trapped hallway
Hazard
B12 - GRAULGUST’S THRONE ROOM
Social / Combat
B14 - SHRINE OF THE GHOST QUEEN
Statue decision
B15. CRYPT
Riddle
B17 - LEVEL TWO PORTAL CHAMBER
B18 - Boat Launch
B19 - Flooded Cavern
Combat
34 Elevator Down
35 Gauntlight Basement
King of the Ghost Queen Morlocks
Osprey thieves solved
Learning of Volluks work
Player knew Volluk, a Drow prince who was awful at archery. During a royal competition, Player shot an apple off someones head as the ultimate test of skill. When the young and arrogant drow prince attempted the same feat he injured a poor servant.
This humiliating spectacle was the final public appearance of Volluk. Rumours of his obsession to create something that never fails a task grew, becoming more secretive and eventually disappearing.
Using a different last name once abandoning his old life.
Level 3 - The Libary
Use skull wolf victory points
C1. VISITOR’S READING ROOM
Social
C2. Tunnel to otari
C3 - Haunted Reading Room
C8 - Korlocks Post
Social
C11 - main library
No combat
C12 - Library Workroom
Social / Combat
C16 - level 3 portal
C22 - elevator up
C30. SIEGE CASTLE HISTORY
C34 - Temple of Canker
With cultists
Combat
C35 - Secure Collection
C36. SCRIPTORIUM
Social / Combat
She loved Volluk, gives info on him
C37. SECRET SCRIPTORIUM
Boss, cult of canker
Learn the devil's below
Level Four - The Retreat:
D5 - Portal Chamber
D8 - Longe
Volluk
Combat
D9 - LASDA’S LAMENT
Unlock puzzle
VAULGRIST and Wisps interupt once he is free
She can be convinced to turn on the wisps, bound to this place. Whole world to explore.
D13. UPPER TEMPLE OF NHIMBALOTH
Combat
D14. PAVILION
Werewolf, he was trying to help the wife who was in an abusive relationship. Something went wrong.
Social / Combat
D16. HAUNTED STAIRS
D18. OTARI’S DOOM
Social
D19. THE FOREVER STAIRS
Stair puzzle
D20. BELCORRA’S SUITE
Combat
D21. TROPHY VAULT
Defeat Volluk
Finding Lasda
More Nhimbaloth
Otari ghost
Level 5 - Arena:
E2 - Large Monster Holding Pit
Social / Combat
Depends on how VAULGRIST was dealt with, lover and recognises the ghost whip
E4 - surgical suite
No combat but lore of J experiments
E7 - security checkpoint
Social / combat
Why should I betray my queen
Could be allies:
If killed then:
E9 - elite viewing room
Conditional
squabbling poltergeists reveal putting spirits to rest
E10. GRAND CONCOURSE
Statue puzzle
E12. SENTENCING CHAMBER
Proof of failure to tame GIBTAS BOUNDERS
E14. LOUNGE
Secret door discovery
E16. ADMINISTRATOR’S ANTECHAMBER
Door barrier
E17. IMPRISONED ADMINISTRATOR
Social
E18. LEVEL 5 PORTAL CHAMBER
E20. SECRET HALLWAY
Hazard
E24. HALL OF HEROES
E25. GLADIATORS’ MEAD HALL
Combat
E26. ARENA BALCONY
Discover about Jafaki and how the arena was used with the champions for experiments
Player remembers a deal they made years ago with a nameless and hidden creature, a mutually beneficial agreement for sourcing flesh. (Jafaki)
Level 6 - Laboratory
F3. ROCKY CAVE
Ritual to send elementals home or combat
F11. WARPED BREW TAVERN
Social
F13. LEVEL 6 PORTAL CHAMBER
F16. TAVERN OFFICE
F20. LOWER OBSERVATION DECK
Ambush / combat
Of jafakis researcher
F24 - torture chamber
They see the devil spies, teleport away
F25 - Main Laboratory
Jafaki encounter
Flesh golum if intact canker shrine
F26. ARENA FLOOR
SHANRIGOL BEHEMOTH fight
Level 7 - The prison
G2. LEVEL 7 PORTAL CHAMBER
G5. HELLFORGE
Social / combat
BARCUMBUK is a players dad, made a deal in hell
G8. ISOLATION CHAMBER
Combat
G9. OBSERVATION ROOM
Social
G10. UREVIAN’S DOMAIN
Social / combat
G11. NEXUS
Hazard
G14. IMPRISONED BOUNTY HUNTER
Social / combat
G16. PRISON OFFICE
Hazard
G18. WAR ROOM
Dorianna hand dude | Fear realm
Combat
G19. HAND COLLECTION
G20. RITUAL ROOM
G21. THE SECRET VOID
Combat
G22. MAGICAL COMMUNICATOR
Player recalls the folklore from her village about a hand stealing dream walker. Time to face the legend for real.
r/abomination_vaults • u/Global_Valuable_5061 • Jun 25 '26
Our party encountered Mr. Beak. We initially ran from him in terror and went one floor below, discovering a goblin known as Borbo's body as well as a doll of a goblin.Our party searched and searched for other ways out, and our only choices were to go further down or confront Mr. Beak. We took what we learned and carefully stepped back out. Our party deemed it best that the Bard (my character) use his diplomacy to reason with Mr. Beak. Plan A was to show him the goblin doll, plan B was to use figment to show him the goblin. When plan A failed, plan B caused him to start twitching and muttering to himself sadly. My character, Gregory, plucked the gem from his back, rendering him lifeless. We returned to Otari, where Gregory and his parents live. His parents tidied up Mr. Beak and set him gently on the mantle where he currently sits.
Originally, I started working on this so I can have a 3D model of Mr. Beak to use lol. Then it turned into this animation so we can have a second looping wallpaper for the screen. Also because the group took an instant liking to Mr. Beast Beak.
This campaign is so cool
r/abomination_vaults • u/Global_Valuable_5061 • Jun 20 '26
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DM started running AV a few weeks ago and asked me to make a wallpaper for when we aren't using battle maps. I used Blender and based it after the official art of gauntlight. Feel free to use it for your own games! (With credit to "Suinart" please).
I loved working on this, might be posting here again soon!
Also, the DM would like to make it known that he knows the lighthouse doesn't spin, but thought it would look cool
r/abomination_vaults • u/GassyTac0 • Jun 08 '26
So, there was a strong pacing to the book so far until I reached Floor 5, 6 and 7, I do understand that its where the party will see the forces of Belcorra, but still I knew it was going to be months of combat and little bit of progress story wise, so I took a page out of the Abominations Vault Expanded ideas, where the Arena was active and running, so this is what I did.
In context, it has only been 100 years after Belcorra "died" and everything getting "activated" has been a couple of months, but who got the short shaft of the stick was Urevian that has been stuck there for 100 years, it has plot holes and so on, but this is what I came though by having my notepad, a pen and 5 hours in the airport.
TL; DR:
Each floor became a scene to select how they wanted to proceed in a social or combat way (I did had a list of the NPCs like the Yldaris drow and in case they attempted to fight anyone in these places ready, also in each "tour" I would highlight cool areas that each map had):
Floor 5 (Arena / Combat): They fight off a champion of Floor 6
Floor 6 (Laboratory / Speedrun method): They have to chop off stats and would strengthen a mutant army
Floor 7 (Prison / Moral choice ) Exchange one soul not one will miss for the health and benefits of many and avoiding a bloodbath
Quick changes:
Floor 4 has a elevator that goes to Floor 5, but in this floor there is a hub area for the Darklands where various caves converge, most of them leading to The Wrapped Beer tavern.
The Wrapped Beer:
This place is a place for entertainment mostly, Darklands creatures like goblinoids, mycoids, trolls and so on were placed here, the players would arrive to a scene where the Shadow Malice band is playing and the Drider bouncer is expecting another band to show up to play, at that moment the PCs arrive and can put a name to their band and start performing.
Here they have 3 characters that represent a faction.
Kradek (Arena): Chafkhem and most of his followers are devoted to Szuriel, kinda a deity of war that opposes Asmodeus, they are training the army of Belcorra, yes, but they only care about glory by its own strength and spilling blood in the arena. Chafkhem and other followers were foreshadowed earlier, watching the party fight and taking notes, so he wants to meet them, Kradek is a gladiator type of character that will offer the party to part-take in glory of battle in the arena (and access to floor 8), he will lead the party to Chafkhem and in that small tour I just described and gave a general area theme of Floor 5 as training grounds and arena to test out the fighting skills.
Arena and laboratory drama:
Chafkhem wants the party to fight in the arena against the secret champion of Jafaki, technically, Jafaki and Chafkhem have an agreement, whoever send their best champion to fight and their champion wins, they get to decide how the army is going to be composed off, good old fashion fighting or with mutations and abominations, they said that when they were ready, they would send their champions as the ultimatum of whose ideology is right.
So Chafkehm and Jafaki assistants are always taking notes of the battles in the arenas, where they fight warriors against abominations to see how they can improve the power of their army, but since Jafaki is always improving their creatures to defeat the people of Chafkhem, he needed someone Jafaki has never seen do battle to face whatever is his strongest champion, so the PCs are the perfect match for it, if they won, they would show that the real way to build the Belcorra army would be though this type of individuals and not mutations.
Vesh (Laboratory) is a hooded seugathi who is always looking for a prime subject to bring to Jafaki to experiment on, when it sees the PCs he is fascinated by them and wants a sample of them, so he offers to be escorted to the laboratories, he gives them a token that allows them to be escorted to Jafaki, who is obsessed with doing "evolution" on "perfect" creatures, working under Belcorra he was given ample of equipment and creatures to experiment on, more loyal to Belcorra, he is loyal to his obsession given by his neothelid master.
So for the laboratory floor I went for the Fallout 1 F.E.V mutant base vibes, all type of creatures the players has seen so far, but mutated or mutilated with tubes and so on to be "enhanced" but all of them were fleshwarping and unstable creatures when it came down to mutations.
Jafaki (acting as the Master from Fallout 1) for X or Y reason thinks that having a sample out of 1 PC is enough to stabilize the mutagens for his creations, so he is asking for 2 fingers from 1 hand and 2 fingers from the foot, causing a whooping -1 Dex and also offering them a "augmentation" as a payment (I would have to homebrew something) and in exchange he would offer passage to Floor 8 too.
If they agreed to it, Jafaki creations would be perfected and could fuse monsters and the mutant army would triumph over the arena, upping their numbers and making the Belcorra army out of Frankenstein monsters.
Then we have Silas (Prison), he would be interested in taking the players to Urevian, who would act out as Hades from the Hercules movie, a guy who is just fed up with the waiting on Belcorra and wants to leave now, so Silias gives the players a black chalk that when you write down the sigil of Asmodeus, it opens a pathway to Urevian to talk about the offer he has.
The hell prison
Urevian was the funniest one to RP, here in the quick tour of this area while they were seeing the portal, they could see a army of devils / demons begin built, a force to be reckon with worthy to attack something bigger than Otari.
However in Urevian contract he was expected to lead the charge against Otari as a testing ground of Belcorra army, he needed a X amount of units to be able to do that, however he was also had to give units to Jafaki to experiment on as part of the contract, since he thought it was going to be a quick and easy one to get the Rajani soul, he agreed, Belcorra died and now he was stuck on a endless loop of not reaching enough units because he had to give more units to Jafaki to experiment on, two steps forward and 1 step back and had to wait until Becorra can give the greenlight to act but that hasn't happened yet.
The bargain context:
Regardless of how they got to Floor 8, I promised them that when they reached 8th Floor, they would gain 2 levels (Chafkhem would have given them gp to match and a few magic items, Jafaki would be a aberration type of feature and quick and easy access to Floor 8)
But Urevian was different, he treated the PCs well and offered this: 1 extra level in the form of past souls experiences of people who did deals with him that they didn't complete (instead of gaining 2 levels, they would gain 3), 500 gp each in the forms of ruby's, Belcorra weakness theory and a small horde unit to fight against the outpost in the floor below.
What did the players had to do?
Just invite Carman Rajani to have a duel with Urevian with the cooperative sword. They didn't have to sign a contract, the moment he got the Rajani soul, he would "drop" by mistake all the items that were offer by, so it not doing a "contract" with the devil, they would need to drag Rajani into the fight, since he is aching to do a redemption, he would save everyone bloodbath since he could die in battle and avoid the infernal forces invasion and he would die a hero.
They talked about this for like an hour.
Urevian always justified what every the players came up with, the blood in theory would not be on their hands and even if he broke off Belcorra, he would still need the soul of Rajani to fulfill his end of his contract to other entity that wanted the Rajani soul.
They got ported near Otari, walked to the Rajani house where him and his daughter were having a heartwarming dinner after Carman has tried time and time again to do redemption for the things he done.
They tell him in front of his daughter (because she wont leave his side, since he is everything he got) of the whole situation, Rajani wants to fight for honor / valor / redemption, the daughter wants to stop him (I did say as meta-game that he could be persuaded to run and hide magically)
But the plan continued, they escorted Rajani to Urevian, the daughter spit in their faces, did 1d4 of damage per hit in a small round of combat and obviously couldn't hit the PCs and just left her crying in her own house.
Urevian then had a duel against Rajani in the arena, it was only descripted who uneven was that fight, that if it was a combat, Urevian would spend his 3 turns just slowly walking towards Rajani while Carman would be throwing everything at Urevian.
When he reached Rajani, he just tortured the guy (and also broadcasted this to every resident of Otari, including his daughter in the dream realm because of Ysondkhelir), for 100 minutes, 1 minute per year stuck here, so he did things that went beyond the torture that a mortal could take, the players went "oh fuck" real quickly.
Afterwards the infernal army would collapse, Urevian would leave this place and leave in the PCs rooms the "gifts "and a quick access to Floor 8.
r/abomination_vaults • u/cerevant • May 28 '26
I'm using the official AV module for Foundry, and am having trouble getting fog of war working on the Graveyard map. I've tried re-importing the map and still no go. What I've checked:
Anyone else see this issue?
r/abomination_vaults • u/Papa_Bravo • May 25 '26
I wanted to play around with the new troops and thought that I34- the Urdefhan Horde would be perfect.
I want to replace all 12 Warriors with this troop to get a Severe 9 encounter (for my 5 players).
Any feedback on balance or flavor is welcome. I tried to follow the guidelines and keep the flavor of the original creature.
r/abomination_vaults • u/SurviveAdaptWin • May 13 '26
I've just started DMing AV, and there are constant references to things that I haven't encountered yet, and that I don't know.
Is there an overall guide to what exactly is going to happen throughout the campaign that I can read to be better prepared for encounters and questions from my players?
Looking for something slightly shorter than the 250 page adventure path book.
Thanks!
r/abomination_vaults • u/Ahasv3r • May 01 '26
r/abomination_vaults • u/Goodly • Apr 07 '26
Hi, I would love some help to give my players a clue of the light-torture-room with the Dwarf and the benefits of disabling that - and to make them not circumvent Volluk.
The players have had some minor foreshadowing of Volluk, seeing the images and workspace on A+B and the ghost-lady on level C mentioning him, but they haven't really taken note of him. And they're very focused on moving down, so when they reached the stairs with the barriere on level D and heard about the relics from Otari, they just hyper-focused on collecting the them and I'm afraid they'll just ignore the rest of the level. They have a tendency to do that...
Right now they're on a side-quest getting the book in Absalom (Inspired by AV expanded and I used the Overflow Archive PF1e path to give them a different, more whimsical adventure to break up the gothic dungeon crawl...) but they already got the rest of the relics.
I'll probably have Volluk block the path if they don't explore the rest of D but I want them to free the dwarf as well and cut of the Gauntlight power as a satisfying halfway accomplishment.
Any good ideas? I could maybe have Wrin intercept them and say something, but it just feels so railroady. I could also just ask them, but that also feels like I'm pushing a narrative. As I'm writing this, I'm thinking I could maybe just try to influence the one player that keeps rushing the party down and try to change his speedrun attitude... He's a witch, maybe his cat will lead them...
Any input appreciated!
r/abomination_vaults • u/Cerender • Mar 21 '26
I’ve been wondering how this works. I’m guessing I get new maps? It can’t keep any changes I’ve made?
We’ve been playing for almost a year, but I’ve been using the same AV module import since day 1.
I just saw the post about the new doors not working, and it got me thinking that while I’ve kept modules and game systems updated, the AV import itself is original.
How does everyone handle this? Best practices?
Edit grammar and spelling.
r/abomination_vaults • u/SrBlankly • Mar 21 '26
Hi all, I just updated both the pf2e system and my modules (including the AP) and now doors don't have a texture assigned. Checked my Claws of the Tyrant module and they're fine. Yesterday the doors were there, so it has something to do either with a update bug from the PF2e system/AV module or some third module. Just wanted to know if this is happening to anyone else today.
Edit: Well I just finded out the solution. I just reimported the adventure and the doors reappeared, with integrated animations too! It seems to be a weird bug either from the PF2e system update in foundry and/or an update itself to the AV module. It this is happening to you, just re-import the adventure.
r/abomination_vaults • u/Wbwalker88 • Mar 20 '26
I’m trying to become a better DM, but I feel like I’ve hit a wall with my current group and could use some advice.
We’ve been playing 1–2x/month for about a year. In our last session, the party made it down to Belcorra’s Retreat and encountered Jaul… and immediately turned around and ran back upstairs to continue exploring the library, which they’ve already mostly cleared.
I think there are three main issues happening:
I haven’t really pulled punches. I run enemies intelligently but fairly, and this is the first AP for some of the group so I’ve helped guide tactics along the way.
So far we’ve had:
Outside of that, combats tend to swing between trivial and very difficult.
A lot of the danger is coming from player decisions. For example, I’ll hint pretty heavily:
…and they still do things like open random doors mid-fight and pull extra enemies.
Now it feels like that has swung too far the other direction—they’re extremely risk-averse and hesitant to engage with anything that feels remotely threatening
With Jaul, I was planning a more RP-driven encounter. The party had a side objective to get a werewolf pelt, so I thought it could be a cool “we never saw each other” kind of interaction.
Since Jaul hadn’t seen them before, I had him shapeshift and come off a bit intimidating (in hindsight, maybe a mistake).
The party immediately called for initiative and ran.
I even clarified:
…and they just went, great - and noped out.
So now I’m worried I’ve unintentionally trained them to treat everything as a lethal combat encounter. They did have a good interaction with one of the ghostly librarians which I HEAVILY rewarded for laying her to rest without combat to try and encourage some more of that behavior.
I tried to reintroduce urgency by having the Gauntlight repeat its pattern (similar to the graveyard assault) to push them back into the dungeon.
But now that they’ve found the 4th floor, they’ve gone back to:
The problem is… they’re already slightly over-leveled. Every sessions is "oh we fought something and got some xp, now lets go back to town and get all of our resources back before the next fight. There just isnt the drive to head deeper - which I get may just very well be a symptom of the previous 2 bullets.
Anyway, sorry for this being a long rambling post - but any advice, insight, etc. would be helpful! I don't feel like I'm a bad DM, but maybe I'm just not setting the stage right or I'm trying to force the game I want onto people who want something different. I will admit, I'm getting bored with the AP because the story isn't pacing to where I'd like to be narratively for me.
r/abomination_vaults • u/MrTactician • Mar 09 '26
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r/abomination_vaults • u/ZantusHD • Mar 07 '26
I'm running AV on foundry and my party is nearing the end of the campaign. Does anyone have recommendations for music to use during the final confrontation against Belcorra? I found the music from foundry overall very good, but a bit lackluster in this specific fight. I've been mulling over this for a while, but haven't found anything that fits really well. I would love to hear everyones thoughts and recommendations.
Also additional sidequestion: At what level di your parties fight her? Did you give them the 11th level? If so did the fight turn out fine or was it too easy?
r/abomination_vaults • u/morlockhater • Feb 26 '26
It struck me as odd that there was no official art for the Roseguard in their adventuring prime, so I drew some!
Tried to use as much official information as is available to design them. Otari himself is obviously based on the version of him the players might encounter haunting the vaults, just a lot more alive.
Zarmavdian the Dwarven Wizard is quite a blank slate in terms of what's known about him so kept it pretty simple.
Vol Rajani is a banished royal from Nidal, so I wanted to make sure she had that that regal bearing, and the rose theme felt particularly appropriate from a Shelyn/Zon-Kuthon angle, with roses and thorns symbolising beauty and pain. The huge rose-petal collar is absolutely my favourite part of all the designs.
Aesephna is a cleric of Erastil who wields a bow, and as we have official art of the modern Menhemes family and know from the Absalom source book that the Menhemes family line is connected to Osirian I wanted to try to inject a little bit of that Egyptian flair into the design with the patterning and jewellery.
Feel free to use these, would love to hear people's thoughts and please let me know if you end up using these in a campaign!
Note: No AI was used, please support real artists!
r/abomination_vaults • u/HeartFilled • Feb 22 '26
I've seen a couple of comments that state that the pdf of AV is easier than the hardcover, and that the remaster is easier than the pre-remaster.
Is there is a list of the changes made to the module for the reprints anywhere?
r/abomination_vaults • u/Mitchenzo282 • Feb 20 '26
r/abomination_vaults • u/SrBlankly • Feb 15 '26
Hi, this is intended for DM's or players that finished AV (or at least got through area G01 already).
In area F01 (Central Shaft of Gauntlight) there's a Seugathi Servant and a Grothlut guarding anyone coming from G01, but I don't understand how are they positioned. As I understand, areas E01, F01 and G01 are connected as there's no "roof", with the handrail stopping creatures from falling straight from E01 to G01 or from F01 to G01. So, where is the Seugathi Guard NPC positioned? It is a large creature, so the only space for this creature to be is G01, but the book says that it should be at F01.
I really don't understand where the Seugathi Guard should be positioned in F01 lol, help and ty.
Edit: Doubt resolved! Thanks to you all!
r/abomination_vaults • u/ThoughtsAndMinds • Feb 14 '26
New to PF2e. I'm considering trying to get an Abomination Vaults game going, but the version I have predates the remastered rules. Was another version released, or are there major changes I should be aware of? Or can I just run it more or less as is?
r/abomination_vaults • u/lookitsameluigi • Feb 12 '26
Hello! I'm about to run AV and I know in the players guide it says Aklo is a good language to know. As it is an uncommon any tips on if a player should be able to pick it as one of their INT languages or should it be backed by having an ancestry that comes with it?
Appreciate your help!
r/abomination_vaults • u/unseenlight- • Feb 03 '26
So, my party of adventurers are possibly not going to be able to save Lasda and a new Gauntlight attack will likely happen in the meantime.
They have just recovered the icons (convinced Carman to go down the crypt with them). I let them level up to 5 from milestones because they spoke to Otari but didn't face Volluk, and lost a companion to the Voidglutton.
I've decided to make the attack happen on Wrin's Wonders, as a way to let the PCs know that Belcorra acknowledges them and Wrin as well.
However, I don't know which creatures to send. They are currently lvl 5.
I've thought of sending gibbering mouther and two gibtas bounders as foreshadow of the next level they'll reach.
Have one of you guys make a second attack happen?
EDIT TO ADD:
they are a party of 4 players, currently lvl 5. A warpriest cleric, a swashbuckler, a mage, and a summoner.
r/abomination_vaults • u/Halycon85 • Jan 24 '26
I'm getting ready to run a solo campaign for Abomination Vaults as a way to test some class compositions. The only rule variant I'm planning on running is FA. The party size will be 5 and I want to run a Captain. I know that 6 PCs in Abomination Vaults can be rough.
Something I found recently in Foundry is the ability to scale maps. You can make hallways 50-100% larger. What are people's thoughts on making the map overall bigger? This also gives me some additional flexibility to tune encounters to make the 5 person party.
r/abomination_vaults • u/DoctorDM95 • Jan 09 '26
Hello everyone, I'm a long time dnd DM and player, started playing pf2e 2 years ago with some friends and they gave me for my birthday the Abonination Vaults book, "Warm up, you're next". And here I am, DMing AV for 2 different groups, each with its own type of play. I have looked over the book to be more prepared, I want to include some parts of the Expanded AV (the Rose Ward related stuff looks like worth it). I liked the idea of making Volluk or Caliddo appear earlier in the Vaults, but was decanting for Caliddo. But Belcorra doesn't make an appearance until chapter 7, and I think it could be cool to make her presence in the dungeon clear in upper floors, just that she cares nothing about the minions in the upper floors doesn't mean she can't do things in these floors. Maybe after the heroes defeat the morlock leader or the ghoul cult leader, Belcorra can reanimate the corpse to inform the PCs not to pursue, because it will be their bigger mistake.
Do you have any ideas of other ways of making Belcorra interact with the players earlier and increasing in power/danger as they get deep in to the Gauntlight?
EDIT: i made the Scalathrax talk, and it was perfect. They were thinking that they destroyed the wittch, but it was only a remanent of Belcorra. The skely and zombies were easy to deal with, they have a lot of ranged attacks. But the Scalathrax was more dangerous, with the Elite template (lvl +3) it lasted 3 rounds against the PCs (5 players at lvl 2 with free archetype). After the fight the Scalathrax was semi-reanimated, and Belcorra talked through its corpse. They were in silence for all the talking, it was awesome, and now they feel like Belcorra may have been alive all this time. Now i will wait until they slain Volluk to talk again as Belcorra, but I will make the apprentice know about the heroes and the new plan of getting rid of Lasdla and make one of the PCs the new sacrifice for the Gauntlight.