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So, my players are level 16.

One of the players sold his soul a long time ago and finally died.

His friends are hellbent (hehe) on saving his soul, so going to hell to reclaim it.

The plottwist is that because of some strange combination of wishes. The devil that contracted disappeared from existence.

But since a wish is not enough to break a contract, there's a paradox where his soul is still bound to hell and to a hellish owner, but no one can remember who the contractor was.

Basically, there's a powerful devil that OWNs his soul, but has no idea why.

For this reason, I think it IS possible to have him relinquish the soul at the end of said quest (since it's not a normal situation with the contractor that got erased from Existence)

The reason I need some help is that 1- I never ran a quest that high level (I am running SCAP and that's how they got to this level and it's a first for everyone to get so high DM included), 2- I never ran an extra planar quest (high or low level).

Here's my first thoughts :

His soul was bound to Dis - That way, they can still "Go down in hell" but not too deep, it's a major sidequest, but I don't want it to last a year by going down 6 levels in hell. I want them to get 1.5 level and get some equipment since they recently lost almost all of their gear, almost.

The rescuers will have to make their way to the outlands, find the gate town of Ribcage and find a way to get into hell (first third of the side quest)

Once in avernus, they will have to find what happened to the strange soul that was bearing an owner mark, but no contractor (second third of the side quest)

And finally, they'll have to get down to Dis, and find a way to convince the owner to reliquish the soul in exchange for....... ?

My way of thinking, is that open confrontation is impossible ; if they just go gun blazing, they will die. But Devils being lawful and respecting of their twisted laws mean that there is more than enough room for roguish activity, information gathering, diplomacy, etc.... my goal is not to make a 100% fighting sidequest.

Anyone would like to share their ideas ? Thanks !

Hi all,

As some might have gathered from my other posts, when my PCs went after the three of shackled souls it was without their caster and/or knowledge guy.

So they thought : well, we just found all those adamantine axes... and that's a tree...

2 + 2 = ....

So anyway ! volcano has exploded, destroying Cauldron.

We are now taking a break (I take a break between each chapters) and want to have an idea of what the refugees will do/think/suffer etc...

To give an idea, I am taking Mount St-Helens as my example volcano to determine how it exploded, how far ash goes, etc...

We are in forgotten realms which only means that I put Cauldron, Redgorge, kingsfisher, sasserine, etc... in Chult, in the middle of the jungle.

I am thinking they'll want to take refuge in Sasserine because redgorge and kingsfisher are probably too small/too close to the volcano.

I am thinking hookface (who wasn't killed previously) will come and take a look at the whole thing.

Maybe some demons from the Demonskar will even bring popcorn and see how the thing explode.

But what to do with 5,000 refugees ? Especially in those circumstances ?

I have a couple of ideas, but I wouldn't mind having some outside input.

Thanks y'all !

Alright guys, I need some help and ideas.

So I am DMing the Shackled City campaign, we just finished chapter 10.

For those who don't know the campaign that's how it goes :

The bad guys want to open a portal to the abyss, but they need to a lot of power to power their portal opening artefact, so they made a ritual to awaken the volcano that's under the main city.

So now that the city has been evacuated, the heroes need to stop that portal because if the portal to the abyss is permanently open, it won't matter how far the evacuation goes.

But the bad guy lair where the artefact is in the middle of said volcano. The fact that the artefact is pumping the volcano's power keeps the irruption in check.

But things go sour as first, in the first 10 minutes, their teleporting wizard and main source of knowledeges gets desintegrated by a pyroclastic dragon and then their back-up source of knowledge gets level drained by a nasty trap (7 negative levels total).

So when they get to the artifact, spent, wounded, bleeding, tired (because it's time issue, no sleep permitted if they want to make it in time!) they realize that without knowledge guy they have no idea if there's a failsafe or safe way to stop the whole thing. So they grab the adamantine axes they found and destroy said artefact by chopping it to pieces.

This releases the full power of the volcano and without any means of teleporting (since wizard was desintegrated and didnt prepare any scrolls of teleport) well... they succeeded in preventing the portal from opening but all died in the process (woot !)

Now, the campaign won't stop here, but one thing I am curious and don't know where to start is... how could I estimate the damage, lava, etc... a Volcano would do ? the city is obviously gone, but what of the surroundings ? how would you gauge this ?

Worst comes to worst I hope the little summary entertained you :)

Ok... so after a wish turned sour, one of the characters became a Lich, one of the players (who ended up betraying the whole party so he wouldn't die; made a faustian pact with a devil to come back to life) wished the Wizard dead so he wouldn't reveal his secret to the rest of the party. He got half is wish because the wizard is dead, but the wizard is now an undead lich.

Just to make things more interesting, the wizard found out that the traitor (who made the wish) has been turned into his living phylactery (talk about a love-hate relationship)

They tried adventuring together still, but at some point the wizard decided that he was beyond immediate redemption (since his pact turned his Neutral to Evil) and they had to split up (not on good terms, 2 other players died permanently because of that traitor).

So the traitor became an NPC for now since he can't still travel with the Wizard and the new group.

Matt and FJ, stop reading if you're here.

Anyway, I have to think (as the DM) that the wizard might get killed while adventuring, and if that happens, he'll start rebuilding himself near the traitor guy.

Traitor guy doesn't want to outright kill Lich guy because "bah we're friends, I forgive you, sure I killed some people I shouldn't but who's perfect amirite ?" So he would probably look for a way to imprison him for when he wakes up in 1d10 days (or more because he can just destroy the body and let it restart the restoration process).

The challenge :

Lich guy is undead : can't hit him with non-lethal
Lich guy rebuilds himself near Trator guy : can't ask a construct to smash the body when it reforms back at the base, it'll start to build in the middle of street or wherever he is !
Lich guy may or may not come back with some dimension door memorized (I'm thinking of using the good old 50% chance of keeping memorized spells)
Lich guy as spell like abilities of the Transmuter specialist : animal body, elemental body, etc... that requires no somatic and no verbal...

Traitor guys knows all of this because they traveled together for many levels, so he knows what he can and can't do and has the ressources and counsel to plan according to it (no use in putting him in shackles if he can just turn into a mouse !

Ideally they would still be able to speak because "he is his friend and wants to tell him about what he's accomplished"

Any thoughts ?

Characters are level 13 now so nothing that is too much over.

Thank you !

In theory should be a yes/no question but seems harder than expected to find an answer...

Destroyed magical item, -12412421 hp.

Makewhole repairs if double CL YAY, easy !

Any other way ?

I understand the repair for half price and half time as repairing a damaged item and not a destroyed item ( because destroyed = all its magical power is lost.

I understand that if that's the case, it makes repairing destroyed magical items extremely hard and maybe unpractical, but in my mind, that's the price to pay for destroying a magic item, all magic is lost.

Hi all !

So I'm running Shackled City (me is the DM) with pathfinder rules, we are presently middle chapter 7 and only had +/- 8 deaths since the start of the campaign ( half of which were unraisable)

But now there`s one death that the wizard really can't forgive so he's hellbent on finding a way to have someone cast true resurrection (since the body is missing, dumped in the fire of Occipitus, and only a finger is left that the devil that manipulated everyone is keeping).

So my wizard is looking at finding someone with True Res. Of course, no one in Cauldron that is high level... so he's thinking about teleporting around and coming back to Cauldron but even then not sure to find a cleric high level enough... So he's thinking about Celestials/Angels. But since he does not have Planar Binding (yet) and even if he did, is not necessarily powerful enough to bring a celestial that is powerful enough to cast lvl 9 cleric spells (using all the binding/calling outsiders mechanics), he's thinking about simply plane shifting to Celestia/Elysium/Heaven/whatever and going to ask around directly.

I am not sure how to handle this if he goes through with his plan.

My own reflex would be that 1- They wouldn't necessarily be seen as deserving a meeting with such powerful beings 2- even if they did, they wouldn't meddle in the things of mortals, dead is dead, even if it was unjust and by the hand of devils....

But then the wizard would want to RP it, and am wondering about other pointers on why Lawful Good beings would refuse to bring someone`s friend to life if they were asked to. At the same time I`m never a fan of circumventing mechanics; why would spell X would exist if you could use X instead which is easier (in this case, Im not high level enough to planar bind so Ill plane shift because it`s easier). I find it hard to make the difference between the players being crafty and just exploiting or going around a rule.