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Just wanted to first thank everyone for all the great ideas on this messageboard. I could not have gotten this campaign off the ground without all of your help. For those of you interested, I have begun to post the sessions we have played over at ENWorld:

http://www.enworld.org/forum/showthread.php?551051-5E-The-Age-of-Worms-Soli d-Snake-s-Campaign&p=7118767#post7118767

I'd be happy to explain/share any and all changes I made.


Fantomas wrote:

Blakey, I'll have to dig around and see what i have... unfortunately i write most of this stuff on paper, just starting to cut and paste instead...

One thing I just want to mention. I read the final adventure of the campaign - Asylum. And it's pretty underwhelming. It feels like it's not fleshed out enough. There's a whole city/town that could really use a lot more detail... and Skullrot itself has only a couple encounters inside.One of the encounters is absolutely ridiculous (an opera-singing demodand?? I can't see that playing as anything but ill-timed comedy in what should be a very dramatic, climactic adventure).

Not too thrilled with the lichfiend named "Dark Miracle" either. I can't tell if my players will laugh him off the map or not.

And I hate the idea of my PCs setting up to open Adimarchus' cage and then all unloading shots on the guy just as the door opens. They're going to fire off all their dailies and get the walking wounded/slow combo off right in the beginning, and Adimarchus will be hobbling around one square at a time for the rest of the encounter.

The switching from angel to demon form, however, should be good. If they unload all their big effects on the angel, and then he auto-shifts to a fresh demon-form, that might be cool.

I tested out the basics when they fought Dyr'Ryd, who has two faces. So I gave him two initiatives and attacks. It worked absolutely beautifully. It wasn't over-powering at all, either. It felt like a well-balanced challenge.

But the Adimarchus fight does not feel very climactic. I'm going to try to trick out the terrain and everything.. it's the final fight of the whole campaign, crazy crap should be happening!

WHAT exactly happens, i'm not so sure yet.

Fantomas,

Any chance you can post your conversions of the Cagewrights online? I am coming very close to playing Thirteen Cages and have yet to figure out how to convert these very powerful members yet.


Gonturan wrote:

The magic jar idea is brilliant. My only caution would be: the campaign has Embril Aloustani use the magic jar spell at the end of Chapter 11, in order to bring the PCs to Carceri.

Thus, if Kaurophon tricks them once with magic jar, they may not fall for it a second time. Or else it may simply feel repetitive.

The problem I see with the Magic Jar spell is that: what happens to Kauphon's real body? If he is going to "possess" Alec on the Prime, what happens to his real body when everyone planeshifts to Occipitus without him? Will he ask the adventurers to carry a "bag of his things" for him?


Gonturan wrote:

I disposed of Kaurophon altogether, because I knew my paranoid PCs would never trust him, and his betrayal would surprise nobody.

Of course, that meant I didn't have a tour guide to invite them to Occipitus. So I railroaded them in the purest sense: I made the entrance to the Starry Mirror one-way, and put Nabthataron's shrine in Occipitus itself (details about Nab's exile on Prime also had to go. Nab has since become a recurring villain, so it's just as well that he can come and go as he pleases).

The effect worked well: the PCs think they're popping briefly into the Starry Mirror to retrieve Alek, but they end up stuck in the Abyss. They were obliged to undergo the Tests, if for no other reason than to gain enough XP that they could cast plane shift to get home!

Thinking back, I guess it was a little mean...but I think it's worse to give PCs the feeble illusion of choice, than to take it away from them altogether once in a while.

This is actually a very elegant solution to the problem. I just had a concern about keeping with the main story-arc:

1) Did you keep the in-game curse that Nab had to bear after his humiliating defeat at the hands of Surabar? If so, how could you have him fight the party once they exited the Starry Mirror (assuming he is not allowed to leave the Prime Material Plane)? Or, did you have him fight the party BEFORE they went through to keep with the plot device the AP provides? If you did not have Nab fight the party after crossing the Mirror, did Alex die in your campaign?

2) Did you come up with a backstory on how/why the gateway that the Spellweavers created goes to the Abyss in one direction?


Skyknight wrote:

Stats for Shensen's levels, 6-19, are in the hardcover on page 392.

You could simply make her any way you want, though. The players won't know what you changed.

At level 8, she is a Monk 2/ Bard 1/ Druid 5 with 38hp
STR 8, DEX 14, CON 10, INT 14, WIS 16, CHA 12

Hope that helps.

Unfortunately I have only the magazines and not the Hardcover. Thanks for the help though!


Hey guys,

I am starting up Demonskar Legacy very soon and my party wants to add Shensen to their group. The trouble is I have not been leveling her as we have advanced through the chapter, as I thought they would never ask her to come with them. If anyone has stats for an 8th level version of Shensen, I would be very grateful if you would share it with me.


DMFTodd wrote:

Zenith seemed kinda crazy to me. I'd leave him in his chair, mumbling to himself, until the PCs return.

The Invisible Stalker is summoned, so it would be gone by now.

I don't see Dhorlot as one that keeps up and wanders around the temple each day. I'd leave him happily sleeping in his chamber until the PCs return. Unless of course, some of the KT survived. If so, with the priests gone, they'd tell Dhorlot. I'd move some surviving KT to the guard post with instructions to immediately wake Dhorlot so he can deal with this pesky people.

For my campaign, all of the KT were dead and they fled Dhorlot. I had Dhorlot move to the temple room, taking his Fingerlings with him, for when the party returned. Seemed like a better room for him to fight in.

Every single KT is now dead. The only remaining creatures (besides Dhorlot and Zenith are the Fingerlings. So you would have Dhorlot stick around after all his potential "experimental material" had been devastated? Moving him to the main temple might be interesting, but the group is definately going to head straight for Zenith on their way back in so they will probably not want to engage the dragon with his groupies. I kind of want the dragon fight as I think Dhorlot is a pretty cool villian...the problem is that my party has a one-track mind and will try to avoid all confrontation that won't get them to Zenith.

The other issue is Zenith himself. On their first encounter, the dwarven-speaking halfelf tried unsuccessful to awake him from his revery. He made some pretty abysmall Diplomacy checks so it was easy to say nothing happened. Have you or anyone else developed a mechanic for "talking down" the once great dwarven warrior?


Hey everyone,

Im not sure where everyone is in the scheme of things, but my group has been plugging along through the Underdark in search of a crazy dwarf. They have managed to take the initiative from the KT guarding Bhal-Hamatugn...quite impressive really.

The group ranger snuck into the "eyes" fully buffed and slaughtered the guards from the top down. With them out of the way, they got the jump on MM and his crew of priests. Aushanna proved to be difficult, but eventually the group prevailed. They kept pushing themselves onward and ran up against Saagogoi the Assassin. Dispatching him in quick order they came up on Zenith on their last legs. Essentially, half the party had 1 hp and the other half had no powers/spells. They attempted to parlay with him, but he wasn't hearing it. Hurling his globe to the floor summoned the invisible stalker, which wreaked havoc on the group. They opted to retreat across the lake (the boat was free as they killed the Ferryman). Here is the dilemma:

They have yet to encounter Dhorlot as they opted not to ascend that particular staircase and the Invisible Stalker is loose. Now, if I wanted to be realistic, I would have the thing hunt them down in their weakened state and systematically murder them...but I would feel pretty bad about it. Any suggestions on what to do with the rest of this Chapter? I have crazy Zenith, the Invisible Stalker, and a pissed off Dhorlot to play with. Would they get together and discuss strategy? Would they go out into the Underdark and hunt these do-gooders down? I just want to be realistic, but not too harsh. Thanks in advance for any help.