
MinorMuse |
Been running Kingmaker for a number of months now, and in service of letting there be a little more openness to an open world, I've been scaling higher level creatures down to severe/extreme threats as relevant to current party level as I can so the group can feel like they can explore areas without getting instantly smeared into red paste. Essentially, make creatures dangerous, but manageable just enough so they can retreat or talk their way out for another day.
However, thanks to me setting up some hints as to Vordakai's existence (namely a rumor of there being a "vault" out in the Tors that people have set out for only to never return as well as a mural in the Lonely Barrow depicting a cyclops warlord in the mountains), the treasure hunter of the party is keen on exploring the Tors. While there are a number of dangers for them to encounter the moment they get there, if they manage to push on they may very well stumble across the tomb far earlier than intended.
I find this a good opportunity for them to unintentionally awaken Vordakai themselves and cause all the misery at Varnhold that comes with it. However, the book itself says the warding spells in place have already been activated by the time the group is supposed to find this place. A couple of questions I have, if someone could clarify:
- Is there anything spell-wise that actually exists that could line up with the alarm the tombs wards activate once disturbed at the entrance?
- I feel there's conflicting information in the text. On one hand, Vordakai was supposedly defeated and sealed away in the tomb. On the other, it states Vordakai has been slumbering for eons while "awaiting the call of his otherworldly masters". So is he trapped, or merely hanging out waiting for a good moment to awaken? Seems with the wards in place just to alarm HIM, it seems more like the latter. Could not find more text explaining the matter.