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P.S.: This affects his view greatly; earlier in the module, when in the ruins of Tamoachan, Arkilten got petrified by a basilisk, and Earl took a potion of stone to flesh and smashed it on Arkilten's face. Even though he added insult to injury, he saved the Kobold's life. From what he was raised to believe, a Gnome would never do this. Arkilten did not know what to make of it.
While the beginning of the Age of Worms Adventure Path assumes the PCs begin poor and destitute, there are some problems that have arisen. What if one 1st-Level PC bought few items at character creation and have a surplus of Gold Pieces? What if the PCs gain a lot of gold along the first three adventures and decide to leave Diamond Lake ahead of time? In the first adventure, a +1 Short Sword can be found easily. It is worth over 2,000 Gold Pieces and is probably worth more than several houses in Diamond Lake. With that money, they could hire mercenaries and a caravan to go to the Free City of Greyhawk!
I have several solutions to this problems; 1.) Any PCs at Character Creation should spend all but 5 Gold Pieces on any items of their choice. If the Player Character is finished buying any items and has over 5 Gold Pieces, his current Gold Pieces are reduced to 5. Since Silver is more common than Gold, Gold Pieces are converted to Silver, and Gold and Platinum is hard to come by. 2.) Make it more like the real world in Pre-Capitalism times of monarchy and nobility. Any commoner walking around with tons of wealth is suspected of robbing from the ruling leaders, and are shortly executed and their wealth is stolen to be given to the nobles. The Profession skill does not always guarantee half your result in Gold Pieces. Usually it is how much your master/overseer/boss/noble WANTS to pay you.
Any thoughts, ideas, or suggestions?
I realize that there are multiple core classes and prestige classes made to fit the feel of a Necromancer. However, I plan on using one class and sticking with it. Here are the choices; Wizard specializing in Necromancy, The True Necromancer Prestige Class from Complete Divine, The Dread Necromancer Core Class from Heroes of Horror, and the Dread Master of Orcus Core Class from the Dragon Compendium. Which Class best captures the feel of a Necromancer?
My PCs are pretty clever and well-equipped for 9th level adventurers, so I supplemented Mr. Dory and several of his henchman to be equipped with non-magical explosive alcemy, being located in the Alchemist's Quarter and all. I have a Very Young White Dragon, Aasimar Druid, Stone Giant and Mind Flayer as Player Characters, due to a recent purchase of Savage Species. The Druid destroyed the chains holding the ship and demanded Mr. Dory to come out of the ship or else the Druid will use alchemist's fire to seet the surrounding mud, ship, and fire. Mr. Dory knew that if he was caught with incriminating evidence linking Tharaizdun's cult to him, Mr. Dory said "Go on, blow the ship up to high heaven, I dare you!"
The Dragon attacked mr. Dory, but the party was quickly overwhelmed by opposition from the skum, Dory, and Harid. The party retreated into the warehouse and barricaded themselves inside. The Skum Hid and Moved Silently to plant alchemical explosives around the ship and warehouse. The warehouse exploded and crumbled to the ground. The Druid was the only character to succeed on the Reflex save, the Stone Giant died, and the Dragon and Mind Flayer were dying. Mr. Dory, Harid, and the three remaining Skum fled to the Temple of Tharizdun. The party rested and healed their wounds. The tome and note in Mr. Dory's ship is now destroyed, and the party has no evidence of Mr. Dory conspiring to release Tharizdun against the Styes.
How should the adventure proceed?
Master Refrum was the character who hired the PCs. I am thinking of introducing Thornwell to congradulate the PCs and hire them to "finish the job."
In the Spire of Long Shadows, the PCs see visions from the Istivin adventure path, the adventure with the Demon Tree Malgarius, the volcano of The Shackled City Adventure Path exploding, and the Fant of Scales. Unfortunately, I do not know which magazine has the adventure with the meteor "Fane of Scales." Can someone help me? I plan on running the PCs through these adventures before they get to the spire of Long Shadows.
Another example is when Tenser says about Artifacts from other Adventures: The Tome of the Black Heart from Maure Castle, the Black Blade of Aknar Ratalla from The Tomb of Aknar Taralla, The Obsidian Eye from an adventure in Dungeon #120, and the Dread Forge from the Demogorgan-worshipping Troglodytes in a Dungeon magazine with Demogorgan on the cover. Unfortunately, I cannot find what adventure the Bindings of Erivatius was in.
I like the idea of a Dungeons & Dragons Adventure Module with monsters that are not there to be beaten. In the Wormcrawl Fissure, there are three such encounters; the monster at the bottom of the lake with no animal or plant life, the creatures under the green worm lake, and the pit in the Tabernacle chock full of millions of Kyuss worms.
In my campaign, I put a Mymyxicus Demon at the bottom of the empty lake. How it eats is that there is a portal to the Abyss that, over the years, had demons rush into the lake and devastate the lake's ecosystem.
Another idea is the Fiendwurm from the Monster Manual II. It would make an especially appropriate minion of Kyuss.
My Player Characters have played up to the Demonskar Legacy Adventure and have found out through investigation several events ahead of the plot. They saw the birthmark on Zenith and Terrem and the Wizard roles a natural 20 on Knowledge (the planes), and in Flood Season and Demonskar Legacy and they find out that magical cages are being constructed. They do not know of the Cagewright's plan, but when the Elf Barbarian blurts out "The Demodands use birthmarked people in magic cages to summon more of their own kind. I know that he has not read any of the modules, but he owns the Fiend Folio and I do not know how he could be so accurate. Fortunately, I kept a straight face and looked at him whenever he said one of his crazy conspiracy theories like he does every so often. By then, the other players did not believe him, but if he does not own the magazines, then how could he be so accurate?
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