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Delfedd's page
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I'm making some modifications to the two adventures in the free city to tie them more closely to the Ebon Triad.
First, I'm including a Vencan assassins guild populated by Kenku, because I really want to have a combat in an old crumbling tower. As has been mentioned in the past, I changed the Faceless One into a simacrulum, and the simacrulum will be of the greater doppelganger whose stats can be found in the sodden hold, which explains the flaw in the face.
Second, I'm going to make Raknian's ties to Hextor more well known, but emphasize how his connections in the city make him a difficult person to target.
Third, I'm making the doppelgangers in the sodden hold devotees of Erythnul, and give them all access to the Krenshar's scare ability. I'm currently trying to figure out a good villainous boss for the erythunul cult. Perhaps an ogre Mage or a hag?
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The last few boss fights have the players fighting gargantuan opponents (the boneyard of Kyuss, brazzemal and dragotha,) and I had a sudden image that when Kyuss emerges from the monolith he's a medium creature instead of a huge one. I imagine this making the fight at the end more vivid, since instead of dodging attacks from a giant the players are able to duel him. I think I'd keep the stats the same (even ac, weapon damage and attack bonus) except for reach. The only thing I think this might effect is that it would be easier to get into melee against him, since he wouldn't be able to use engulf as an attack of opportunity. I'd keep engulf working on large or smaller creatures. Bull rushes and other abilities based on size will become more effective. Is there anything I'm missing?
My players are ruthless, which is why when they defeated Vanthus, they captured him and chained him up. The party assassin cut off Vanthus's wings and stinger. Vanthus waited until the party let their guard down and eventually used suggestion on the Warforged Guard and tricked him to let him out.
The rogue Vanderboren then escaped, dominating several town guards and sailing the Hellfish out. The fiend then left for the Isle of Dread. He then set about taking control of several of the Olman tribes. He eventually solidified his control by challenging Camazotz (who was not an avatar, but the actual representation of the deity) for his divinity. Vanthus won the duel, so now he has minor powers of a god of Destruction behind him.
As a final act, Vanthus summoned a squad of Bar-lguras and abducted Lavinia.
Now, I'm planning on having them meet Vanthus in Into the Maw. He will have fought Saureya and stolen his wings. My image of Vanthus in the final fight is a whirling fury of fiery destruction. I'm definitely thinking of increasing the damage that the flaming swords deal.
I'm removing the death knight template and giving him a few more levels and several of the powers of Camazotz. I'm also going to give him the power to smite evil from Saureya, as a few of my players are evil.
What do you guys think?
Well, I'm running Tides of Dread now, and my characters have finished every encounter in twelve days, except for Temauhti-Tecuani and the retrieval of the Sea Wyvern. They see no reason to go to the tar pits, and have decided that a sea encounter
What should I do? I don't want the players to sit around for the rest of the adventure in farshore, waiting for something to happen.
I haven't let on that they may have finished everything on the island, because there's certainly more things. They haven't established any connection with the locals, and haven't
I also plan on having a subplot where a mysterious figure is murdering people within Farshore. Avner will have been driven mad by his captivity by Olangru, and begins sacrificing people and binding them together.
The players are also going on a diplomatic mission to the main enemies of the Crimson fleet who have a covert presence on the island.
now, i really want to work in Temauhti-Tecuani, but can't quite figure out a good way to do it. Any ideas?
My players have taken a liking to the ship and have decided to keep it as their own. However, the adventure didn't provide a very good description. I, while improving, came up with a sort of amalagrim of styles, trying to convey that it wasn't a very good ship. But, after I thought about it, I realized that the Hellfish was more appropriate for the second act. And in any case, the players spent far too long on the Sea Wyvern, so I'd like to reward them.
I think that, at least for the purposes of Sea Wyvern's Wake, every ship should have a Pintel and Regetti character. For those unaware, these where the pair of comic relief pirates in the film "Pirates of the Carribean." Now, I'm not suggesting that these characters be focused on, or even follow the same patters as Masters Pintel and Regetti, but the idea of a humorous duo who become more important as time goes on is appealing to me. Another part of it was that while they were comical, they also were competent in combat.
Now I'm going to share my pair with you.
Axegrinder and Golthanok where once guards for the Kellani house. However, when the telepath Alexi tricked his way in, Kellani had the pair of them fired. While the two of them where looking for work, they heard that the Vanderboren house was hiring for a long sea voyage. Figuring that this was exactly what they needed to get away from the Kellani house for a while, the pair joined up, only to find to their surprise that the same Alexi who had got them fired was second in command on this ship!
Axegrinder is a dwarf from the Eastern Mountains. Well, that's what he tells folk anyway. In truth Axegrinder is a dwarf of Sasserine, born and bred. Fortunately for him, he has acquired a ring that allows him to float in any fluid, no matter what he carries. This allows him to travel over the sea for long periods of time without any fear of being drowned.
Golthanok was an orcish slave. Taken by the Plainsrunners at birth, Golthanok eventually killed his captor and escaped, teaching himself the intricacies of unarmed combat.
The fun part about this pair is that Golthanok the savage orc is Lawful Neutral and Axegrinder the noble dwarf is Chaotic Neutral, and they get along great.
Just a fun little duo that I threw in. They're now my players favorite NPCs.
My campaign has a very strict pantheon, and as such new deities are rare. However, in the ancient past before the rise of man or elf, eight creatures set off from their home and set out to create a haven for those who feared the gods. Using the still fresh magic used to create the world, these beasts made a place for beings like themselves.
Eventually man discovered the isle, and made their own civilization there. However, without the healing of the old gods, they where at a severe disadvantage. And so, in desperation, they began worshiping the monsters of the forest. And it worked.
Seven of the beasts swelled in power and such, save one. One stayed hidden and weak, biding its time and waiting to strike.
I don't like the idea of using actual south american gods, nor do I like the idea of them simply being variations of the base deities. So I created this.
Zotzilaha or Camazotz, god of bats
Pellatin: The Mother of all. She is the goddess of the sky, animals, sea, and fertility, and is the leader of the Olman pantheon. She loots like a huge scaled woman with the lower half of a snake and huge wings protruding from her back, with a face without eyes. Whenever Pellatin is displeased her face opens, and within is a giant eye. Anything the eye's gaze touches melts away from reality. It is said that she gave birth to everything on the isle, the insects, the dinosaurs, everything. Whatever the truth of this, she is constantly followed by an entorage of animals. She is represented statistically by an old green dragon.
Tzamoth god of rain and crops. Tzamoth is represented by a Kracken with the earth glide ability, and tentacles made of stone.
Sojamir, god of the moon and war. Sojamir has the statistics of a Dragon eel. It has a segmented body which glows with moonlight, and when it sleeps its shape represents the phase of the moon. Instead of a bite attack, it has a long spearlike protrusion. Instead of fins it has get propusion like a squid.
Tolijas. god of the sun. Tolijas is represented by a Dragon turtle who's shell burns like fire.
Zantellios, or the Snake Father, god of dreams, death and undeath. To sleep near the lair of Zantellios is to be plagued by nightmares. Zantellios is statistically represented by an intellegent, half farspawn scorpion
Gothamos: King of the Fire mountains. He is represented by a two headed pyroclastic T-rex. Instead of skin he has magma flowing beneath cracked volcanic rock.
The eighth god is known as Kulas. It was he who showed the other gods how to create an the isle, and they where thankful at the time.
My players have been breezing through the AP. I talked to my two most experienced players and they told me what the problem was. They are VERY good at single combat. Specifically the blaster mage. A single foe usually goes down against him quite easily. However, he's not prepared to face many foes (yet). I'm working on a pair of more difficult encounters, a goblin tribe in between tamoachan and the Climax of the campaign for the session before winter break, an encounter with a Pirate Alienist and his monstrous brother.
What are some other encounters that I can beef up with cannon fodder?
My players are in the midst of Sea Wyverns Wake, and they just reached level five. Yes, I know this is partially my fault, but they decided that scaling the wall to Lavina's room would be the better idea. I need an adventure idea. Preferably on an abandoned (or mostly abandoned) island. Anyone have an idea?
Big spoilers for the plattsburgh campaign. Don't read it.
Yes, I know, some people wonder "Why would you want this campaign to be MORE complex?" the real reason is that I didn't feel like it foreshadowed enough of the plot with the low level opponents.
Ok. So here's my quick summary.
Vanthus's story is going to stay mostly the same. I did, however, change the crimson fleet to a branch of the navy of the evil Empire that dominates my campaign world. Sassarine is a colony of these, and the lotus wished to change that.
I am, however, adding two new piratey vilians. Their story to follow.
Captain Domiel. Captain Domiel was the original captain of the Sea Wyvern. When his corpse was thrown overboard, he begged and pleaded with the nightmare lady of death, Latrodectus (orcus), and regained his life. He is bound and chained to the ship, but he is able to leave. (his chains are very long.) While he remains on the Phantom Wyvern, he is effectively a pseudonatural marlith, although he appears far different. When he leaves the ship, he regains the stats that he had as a mortal. Domiel has shown up in the SWW, and I plan on having him catch up with the players on Farshore and again at scuttlecove, as well as EoME and PoD, although to what capacity I'm unsure. However, he dislikes Vanthus much more than he dislikes the players, and so with some convincing the players will be able to set the powerful pirate against the crimson fleet. I will, of course, expand the fleet a bit if I let the phantom wyvern attack. His largest limitation is that the Phantom Wyvern can only sail at night. During the day the ship is dragged back to the plane of shadow. He stands against the savage tide. He will also be Latrodectus's messenger for the war council, and his ship will likely stand against Akatun in the Phantom Wyvern.
The second captain is a bit different. As a not, I am changing the aspect of Obonox-ob to Moth-igura, exiled from the world before this one. This change is to give Moth-igura a prescence in my campaign.
Captain Goran. Captain Goran was once a respected scholar in the Merchant states. Indeed, he did not need magic, he had money to pay people to do that for him. However, one day he discovered an ancient text. One that his translators refused to translate, and his mages refused to look at. Goran, however wanted to read it. So he pieced together the first chapter from fragments of translated text. After that, the entire book got a lot easier. He read it every night. He kept it under his pillow. The book was the tale of how the first world was created, and what spells where used to populate it. The knowledge of these spells cracked Goran's mind. He saw visions of the three mouthed one, Moth-igura. He knew that he needed to do something. To find something. And that something was in the sea.
Goran has learned about the savage tide, and indeed a large amount of his crew is infected with this disease. He believes that the large amount of madness in the world will cause it to revert to the last world. In LD he will be speaking with the Aboleths, they who have been here since the last world. They will learn about the impetus, who may or may not be the party sorcerer.
He may not be wrong.
I plan on using him in SWW, LD, EoME, and PoD.
Any suggestions on how best to use these guys? I'm planning on having Goran and his crew be a real threat to infecting places, and using Domiel as a kind of sheepdog, but using him sparingly and logically.
Well My players got the exact wrong impression during the second half of the bullywug gambit. Harliss Jarvell told the players that Vanthus jumped off the ship and swam away. They took this to mean that Vanthus would be coming back shortly with a crew of savage pirates to attack Sasserine.
How should I alleviate this?
My players have just gotten through the first part of TBWG (although they haven't had a chance to talk to Harliss yet). Anyway, While I was running the session, I decided that having one fairly powerful creature escape would be worth the trouble. So, I created a savage shark which essentially attacked the party and then ran off after it had gotten one of its freaky bite attacks off on each member of the party. Assuming the party was infected, the shark swam off to bite more creatures.
This shark is going to be an insane shark. It will be driven directly by the will to spread the Savage Tide as far as it can. Unfortunately, the rest of the savage tide here seems to have wiped out most of the animal population in hunger. So the shark will be driven elsewhere.
Where should savage creatures show up next? I don't want to put an extremely large amount of them on the isle of dread, because that would just be a very bad idea, but perhaps in the Sarasago? one of the ships could have been attacked by savage beasts, and maybe the players find a large amount of savage fish in their nets every now and again.
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This Adventure Path is different than any other AP. It is filled with demons. I know that in my homebrew, Demogorgon is based in the realm of nightmare. I don't want him to be called Demogorgon, however, and I don't want the players to recognize him. I want the players to be mystified by the strange creatures of the realm of nightmare. My players are fairly experienced. Any advice about changing the Prince of demons?
My players are considering hiring the crew individually, interviewing them and whatnot. I can see them being interested in the stories of the random passengers. Perhaps we could put up stories of our passengers.
The Liothims
The Liothims are a family of three. Marcus is a bower and Olivia is a weaver, but the child is constantly wrapped in a tight cloak and rarely leaves their quarters. The parents do not give a name for the child when asked, and are aggressive when asked the child's name. Occassionally, pale blue flesh is seen under the child's cloak.
The truth about the Liothims is that they are a family of Doppelgangers. The child is an undeveloped youngling, and has not yet developed long term changing abilities. The Liothims hope to start a new life in Farshore, because in Sassarine their identities where discovered. Assuming new identities and hiding, they can only hope that the guilds do not have a prescience on the Sea Wyvern.
It seems like in Pirates of the Caribbean, there are multiple mortal baddies at the same time. I would like to add another pirate, opposed to Vanthus and the heroes. I want him to be an ordinary pirate, but one that works for Orcus in a manner similar to how the Heroes work for Malcathet. Where would a good place to put him be? I'm already going to insert this guy into "The Sea wyvern's wake," and I hope that the Sea wyvern will duel his ship at some point.
Any pointers?
To me, it seems like the Prince of demons is distinctly lacking in the Pirate aspect of the the whole issue.
Perhaps Wat Dagon could be a ship instead of a fortress?
Here's the upshot of it. After clearing out the Tabernacle of Worms, the party attempted to take on Dragotha with very little preparation. After not scoring one hit (Ten point power attack will do that), the party got worried after Dragotha used his breath weapon reducing the tank to 40 hp. The party retreated to Sigl, but not before casting earthquake on the tabernacle. The Fighter became morose, drinking heavily until he became intent on raising an army using his leadership.
This worried me at first. But then I realized, this was the perfect oppertunity! A war against Dragotha! of course he hadn't been defeated. He had cast plane shift on himself as well, moving to the... grey wastes, where surely he was gathering another army. Spawn of kyuss mostly, but some devils.
The party has hired the service of a mated pair of adult gold dragons in addition to the fighters army. The barbarian plans on returning to his homeland to rally his people to him. I am imagining this battle, and let me tell you it is epic.
However, I want a good way to handle it. I want good ways to describe the battle and the actions of the soldiers without being overly descriptive.
What happens if a spell destroys the Thesallmonster solution? Does the fragment go to the last person to strike it, or does it go directly into the person casting the spell? If the second, how would it affect their spellcasting?
Has anyone tried to remove the aztec feeling from the Olmans? Specifically the gods, but other things as well.
In issue 129 there was an article at the end of the issue about different creatures. The idea of using different creatures with the same statistics as others. I have incorporated calderians fully into my campaign.
For those not familiar with the idea, the theory is that by using the same statistics as the monster manual creatures. Creatures that will surprise the players with their new form.
For example
Irinthum
These large, milipede like creatures always travel in herds. They seem to have a greater intelligence than they show. An interesting discovery about Irinthums is that they have two brains, one in their head and one in their tail. These creatures often eat small creatures, and have similar dietary habits to bottom feeders like the stingray.
Use statistics for Bison.
Anyone else got any ideas?
I've been thinking about Dragotha recently. I'm coming up to the SoLS with Dragotha's first appearance. I recently had an Idea.
Make Dragotha the "final Boss."
The players are likely to believe it too. I mean, buy the Colossal red Dragon Miniature show them the cover with the Dracolich, stun them with the dragon. They'll level up to level 21, and think "oh, this is perfect. What a great way to end the campaign." The players are searching through the horde when Manzorian should contact them. Perhaps expecting to gain control of Magepoint, the players realize the situation is a lot more desperate.
Why? Well, of course, there is the whole messing with players aspect of it. Then there is the dramatics of "OH CRUD! We screwed up with Lashona! We've been working for the wrong side!" I think that the players believing that the Age of worms is averted would make them happy. Why not crush their joy?
Is this too harsh?
Is their any way to modify this encounter? Kyuss Knights? Spawn? Swords of Kyuss?
This Was possibly the best adventure I've ever run.
Seriously.
It started out average. This was where the players started really getting in to their characters. Coming to their own.
I made Bozal an old man. I had just watched silence of the lambs the day before, and so I gave him a necklace of twitching, moving, hands. I made him incredibly creepy, giving him no pupils. I played him as almost Hannibal Lecter. Incredibly intelligent, he does things for reasons, getting inside the players head's. When He began to attack... as the players did not attack him on sight, I casually clicked a remote control, turning on Sephiroth's theme. This song terrified the players. When the Half giant killed him with a cursed blade, I began having some ideas.
I had convinced one of my players that this was the last adventure. I played that up as much as I could.
The players had lots of fun playing with the "Magic Spoon." I thought they'd be disappointed by the lack of treasure... but when the beguiler tried to activate it blindly, well "Oatmeal explodes all over the walls."
The apostic scrolls fascinated the players. At first, like usual, they kind of glanced at the poem which I got from the forums. I drew pictures from the campaign in the margins, Dragotha, and lots of Kyuss worms. It was pretty bad pictures, but it added to the feeling of insanity.
Speaking of the Apostic Scrolls, the players didn't even think of trying to take it down. I couldn't have planned the final fight better myself. "Big Worm" at the end burst out of the floor in the middle of the fight. Literally the middle. Auric was standing on the worm, and barely avoided it's teeth.
The half giant activated his black blade. I made Bozal appear behind him. I put a miniature on the table. Because of the angle, the other players "couldn't see him." Of course, the blade was beginning to drive the player mad. Wasting valuble attacks on the apparition, the Half Giant first impaled and then decapitated the tiefling. The tiefling picked up his head and continued watching the half giant. This really freaked him out. So much that he threw his sword away.
It was at this point that the ritual was complete. The black energy rolled out over the arena, killing the spectators. Loris made his transformation to a Death knight.
The players ran. The Wight army spread through the necropolis. This was an interesting course of events. All undead in the Necropolis are automatically treated as bourgeois. It turned their world upside down. The mortal population was turned into hostile undead, giving power to the brewing revolution.
The players do not, of course, see the effects. They managed to escape from the tide of the dead by setting sail on a ship of Earth and Sea. It has the ability to sail over... um... earth and sea. I can't wait to hear them talk about it.
I'll Admit it. I screwed up the encounter with Allustin. Though I did paint him in a good light, during the encounter at blackwall keep, The human hating elf makes this comment.
"I bet he set a trap."
Because of this little comment, it has changed the party's perception of Allustin. Whenever I mention him, they say "oh, that traitor." When he appeared in the Hall of Harsh Reflections, the players didn't seem surprised. "Oh, I knew it was his fault," they seemed to say.
Now we're in the middle of the Champion's Belt. The players are going to return home over the Blood Desert in about a week, I suppose. How can I change their perception of the Wizard?
Incidentally, the Ranger has left the party, along with her player. Her mark remains.
My players have decided that they don't want to do favors for anyone anymore. I think I may have overdone it, but it also conflicts with the players style, because they don't want to be in the debt of anyone.
I've used a "favor quest" for every adventure except whispering cairn.
Smenk for the second
Allustin, the guard Captain, and Hishka in the third
What I'm worried about is the rest of the campaign.
In the Champions games, they're not going to want to search the temple for the lady. For Spire of Shadows, they're not going to want to help Manzorian.
Any suggestions? I'm kind of lost here. I know I should phrase it as a bonus for them and not a quest.
I'm planning on replacing part of an adventure (HoHR) with the Styes. *Spoilers* I'm planning on replacing the prison in this adventure with the Hope Ne'er Asylum, to help make the connection. Dopplegangers will have the run of the place. I plan on placing the players in the cell of the so called "Lantern Man."*spoilers end*
Any general tips on making the Styes more horrifying?
There has been many things about the Age of Worms Campaign which have been called Deadly, or Difficult. But very little has been said on what terrifies the players.
First of all, it must be said. The worms.
What I did for the worms was to have them in a lizardfolk, as suggested in the adventure. I had the bulge visible near the neck of the lizard. When the barbarian noticed the cyst, he assumed it was a weak spot. Swinging a Kukri, he rolled a crit, killing the lizard. This was fortunate for me, because I wanted to create an atmosphere. I believe the description I gave went like this.
"The cyst bursts"
"Hah. It's like Spiders start coming out." (At that I tried not to giggle malevolently.)
"White smoke starts pouring out of the wound."
Rogue: "Hah, that's not Normal. It's like "
"Green worms start pouring out of the wound."
"What?"
"All the lizards look, and run away."
The Barbarian decides to step on the worms.
"You feel a sharp pain in your foot, as the worm burrows into your foot."
The players did a typical sci fi thing, succeding on a Knowledge check and realizing that if it reached his brain he'd become a Zombie. Cutting holes in him and trying to blast it with silver, the players almost killed the barbarian. But they got the worm.
Shortly after, I ran the blackwall keep mini adventure
http://paizo.com/dungeon/messageboards/ageOfWorms/archives/howIChangedTheBl ackwallKeepAdventureSPOILERS
I plan to make the players terrified of the white smoke.
I saw Christopher West's post the other day. I was wondering, is Ilthane feasible as a Wyrm dragon? Would encountering a wyrm dragon that early in the game put the players off, not being quite as impressed by Dragotha? I doubt it but...
CR 20 versus a group of level 14s (by the end of the dungeon)
Huh. Interesting. Now, lets count off the enemies who worship the gods in this "triad" after the second adventure
For Vecna, we've got an entire adventure opposing the forces of Vecna.
Fi
For Hexor, We get a city. An entire city.
Erythunul... we get a room in the giant's stronghold.
Now, I know that Erythunul is much harder to spell than the other gods (who both have five letter names, think about it). But throw them a bone! I don't think he'd be a deity of any power if he didn't have any worshipers above level 5.
I was thinking of bringing back Kullen. The players "hobbled" him in the first adventure, and he was in jail. See, they have a poor habit of leaving villans alive behind them. Filge is also alive, in the cell. Filge breaks Kullen out (not that the PCs had figured this out,) and the two of them are going to make towards the free city. I was thinking of having Kullen become a blackguard with fiendish grafts on his legs who stalks and taunts the PC's. He would be the representitive of the church of Erythunul.
I would like to put a subplot in my Necropolis (free city). As the name hints at, It is ruled by undead. I don't want the revolution to succeed, and I want the players to be saddened that it didn't win. Some help would be appreciated. I don't want them to be involved in the revolution directly, so they aren't slaughtered when the wights come out.
Thanks in advance
I have been having a problem. First it was with Dragon, now It's with dungeon. And it's really ticking me off. With dragon, I got the first Two issues... TWO and then nothing. I had to go out and buy them. I missed the evil magazine because of that. Thing is, there's no warning for this. My magazine suddenly stops being delivered. I bought dragon in the store for a while, and when the issue was out, the Dungeon caught my eye. I picked it up and began reading it. It was an excellent magazine. I was suprised... as I was a min maxing young teen at the time, not at all interested in storyline at all. I bought about half the Dungeon magazines in the Age of worms adventure path, and then, when I decided to make a commitment, got a subscription. I did recieve all of the magazines, to my relief. However! This past month, I have not recieved my Dungeon, or even a letter telling me to renew my perscription. Even after the current magazine is out in stores. This has left me dissapointed with paizo, as well as Dungeon-less.
Wow. I'm sorry for the rant. Let me condense it.
I didn't get my magazine. I would like it. Can someone explain why I don't have it?
Ok
How is this supposed to work? Say Dragotha found the ring of lashona's minion. Say he teleports to her sanctum, which is what Lashona fears.
He teleports inside of an anti-life shield...
and gets healed.
Healed you ask?
The damage dealt is negative energy. In fact it is meant to heal the other undead.
What the heck is Lashona thinking? How would she know that living creatures are going to invade her sanctum? Was it that she assumed that Dragotha would assume that she would expect undead, so she thought that he would send living minions?
Ok. I was rereading the Blackwall keep adventure, when something struck me.
Ilthane's plan was to put the worms into the baby lizardfolk to bypass their natural armor, correct? Well I was thinking about what would happen if she succeded. Then I realized: Nothing much.
If Ilthane's plan succeds, she'll have a buttload of ticked off lizardfolk on her hands, which she may have to fight, depending on if the tribe is under new leadership, and what to gain?
Broodlings.
Weak little lizard creatures that can... swim.
The logic behind this was that the broodlings would grow into lizardfolk monstrosities that would stalk the earth, killing whatever they pleased.
Undead don't age.
So what is this? Did Ilthane have some potion that would let the undead creatures grow to there full size or what?
This question in twofold. Part one is a general question. Who should die after Ilthane's raid on Diamond lake? I don't want to change the plot too much, but I also want it to have the maximum impact.
Part two is more campaign baised. In my world (which is based mostly around the age of worms,) Undead where a new development after the spellweaver gave the first green worm to Kyuss, and when Redhand succeded from the empire, leaving the throne wide open. In my campaign the prince made a pact with dark forces, giving him the lifespan of an elf, and the instant he made a pact with one of the demon princes (Orcus), Kyuss arose to deityhood. At that instant, many people who fit the “archetypes” of the dead died and rose again as ghouls, vampires or whatever. I don't want the “inconsistencies” in my campaign pointed out to me, I just want some advice. In Diamond lake, (and the Free City) who should be undead? I don't want all the undead to be evil, because that gives away too much about their alignment. I was thinking the chief of the watch should be a wight with fighter levels, and that's about all I have. Basically, I'm going to try to expose the players to undead, so that they can a) see that they're not all bad, and b) feel for them, because in stopping the age of worms most of the undead will either die or gain their lives back. Seeing how bad being undead is should make the PC's want to stop it.
Also, what is an Urguulasta (or whatever)? I mean, I have the fiend folio, but I'm trying to figure out what died to create it, or if it was made more like a construct.
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