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WulfScout wrote:

What would happen to them? I would suggest the following. Smenk hears word that his hirlings are locked up. He uses his muscle and gets some of the corrupt "police" to go and demand a prisoner transfer as the law is their juristicion and not that of the Temple.

Then Smenk would meet up with the crew at the jail to see what they knew. Since Merrovin spilled his guts about the bones Smenk would kill him infront of the others as "a lesson in Snitching." Then he would send the Kullen and crew after the PC's to end the trouble.

That's what I would do. Plus it sets up Kullen as a repeating baddy in the campaign. If your heroes win again they may learn from the gang that Smenk wants them dead. More fuel for the fire.

Hope that helps

Smenk would definately get the gang out of jail, but I think Kullen and his crew would lie about handing over Filge saying instead that "The adventurers knew about your buddy Filge and wanted to know what he was up to." I think Smenk would have the gang lie low while until the adventures came back from the Filge's place. Then he would send the PC's a message about a problem with the mines, while keeping Kullen and his gang close to him as protection in case the PC's come calling. If the PC's meet with him, he excuses himself from guilt by saying, "Well old Filge was always a little wierd. I had no idea he was using undead." That is when he drops the problem in the mines on the PC's. Hopefully they will bite on that instead of the mayor. If they attack, Kullen and his group could be waiting for a good time to attack, "readying actions".

It would help if Filge managed to get arrested too, maybe he could be a recurring baddy also.

Good gaming... KLS


I decided to allow most books with the clause that some of those books MUST be researched before they can be used.

The core books are all useable now with others like:

Magic of Eb, Weapons of Legacy, Book of Undead (insert right name), Tome of Magic. Items that are in these books are in the campain but they will have to research them before they know how to use them.

During the breaks in adventuring they can research one topic as long as they have a related skill to that topic. EX. Arcana to research things like Magic weapons (which would be the Weapons of Legacy book because I am gradually putting in one Legacy item per PC). I find it cuts down on the needless shopping they tend to do and adds a bit of mystery to the campain.


Ah, well when the PC's got to where the Land kid offered to help them; They flatout said "NO!" Instead they swore an oath to return the boys bones but refused to deliver the bones before the door was open. So, a deplomacy roll later and Land decided to open the door "before" the put the bones back. Ya, quite a bunch of hero's I got an't it...

Anyhow, the psion (who kids are missing) took the graverobbing far more seriously than I would have guessed. And go's to the Ferrel dog; the rest is above. Anyhow, I am thinking of skipping the entire part 5 in the adventure. I just can't be sure how much it will affect the campain. It could give birth to a great "night of the dead" in Diamond Lake in a few months after Filge has raised a small army though... And with the Land boy following them until they return his family to the farm that would make for some side-plots also.


Well, they have managed to get to the end of the first adventure but they have completely over looked the fact that Kullen and his gang were working for someone else. They all swore an oath to return the Land boy to his family, which they did, but they seem to not even care that his family was taken away. So they bury the Al's bones and after confronting the owlbear they move back to town.
After returning to town, one of the PC's takes it on himself to go down to the Ferrel Dog and outright attacks Kullen. He almost kills him with an Alfa-strike Psion blast (can't think of the power) and claims he wants to join the gang. So Kullen tosses him in the dog pit and he is about to fight with two dogs in the pit.
That background given, I can see no way they will meet up with Filge because there is no way the gang will be talking with them after this. Not that it is a bad thing for me, now I can have Filge attack Diamond Lake with a horde of undead later.
I can think I can get them to the next adventure by just sending them to investigate the mines, the question is does that sound good??
I have even thought about making the Land boy a recurring baddy in the following adventures by combining the Ghost and Reverent monsters(zombie-like undead that is able to stalk the people who killed it in life for revenge) so that Land will continue to plague the PC's until they return the bones of his family to the proper grave site. Any thoughts?? Ideas?

Kevin