Dire Lion

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Can anyone fill me in quickly on issue #133's idea of Wind Duke/Vaati blood for the PCs? Mine has not arrived (may not for a few weeks) and I've already been kicking around the idea with one of my PCs.

Briefly - as part of some "campaign options" I allowed the players to randomly draw, the half-elf sorcerer has a modified fiendish familiar graft; in this case, a small hairless face protruding from his throat, which babbles quietly (and incomprehensibly) in Vaati. It has also supplied the sorcerous knowledge of the Mage Hand and (now) Levitate spells to the PC. I based this on the fiendish familiar graft from RTtToEE/Fiend Folio. As yet, there have been no ego problems (I figured this one would be strongly lawful as opposed to the standard "evil" configuration). The freakishness of this "growth" also set up a position at the Emporium for campaign start-up.
I came up with this idea when starting this campaign. Had only seen as far as "Blackwall Keep" at that point (campaign now on to 3FoE - we move slooooooow). Was actually happy to see less references to the Wind Dukes later on. Any advice on how the developments in #133 might affect all this? (I only ask now since we're finally playing again in 2 days and I'd like to start incorporating this PC's graft a bit more)


For anyone who has an interest in injecting Magic of Incarnum into the AoW, let's discuss how to do it.
(As an aside, I'm not a power-gamer, nor do I think the MoI rules are "sweet" for making cartoon superheros. I am, however, a sucker for new rules systems, and picked up MoI out of passing interest. I always think my campaigns could stand to benefit from new/old/"lost" magics, and want to see how it could be done.)

- I'm leaning towards a light touch with incarnum, and want to tweak a few things here and there to add meldshaping foes and elements (I'm also tweaking things at about the same rate for psionics). The grimlock cleric in 3FoE will be a totemist (his penchant for beast trophies seems to beg it) and I'm thinking about making a few random grimlocks Lost as well. More will come as I review the adventure path further (and get my MoI book back from the player of the azurin in the party).

Naturally, the psychic ills of an imrisoned demi-god and the poison of his followers could certainly taint the soul-energy of a campaign. I've had no concrete ideas beyond a general sense of wrongness with soul energy in certain locations in the the campaign (the Dark Cathedral etc.) Any ideas?