Ebon Triad? Doesn't that mean three?


Age of Worms Adventure Path


Huh. Interesting. Now, lets count off the enemies who worship the gods in this "triad" after the second adventure

For Vecna, we've got an entire adventure opposing the forces of Vecna.
Fi
For Hexor, We get a city. An entire city.

Erythunul... we get a room in the giant's stronghold.

Now, I know that Erythunul is much harder to spell than the other gods (who both have five letter names, think about it). But throw them a bone! I don't think he'd be a deity of any power if he didn't have any worshipers above level 5.

I was thinking of bringing back Kullen. The players "hobbled" him in the first adventure, and he was in jail. See, they have a poor habit of leaving villans alive behind them. Filge is also alive, in the cell. Filge breaks Kullen out (not that the PCs had figured this out,) and the two of them are going to make towards the free city. I was thinking of having Kullen become a blackguard with fiendish grafts on his legs who stalks and taunts the PC's. He would be the representitive of the church of Erythunul.


Delfedd wrote:
Erythunul... we get a room in the giant's stronghold.

If you look at the Age of Worms Overload section on Kings of the Rift, you'll see that the original intent was for most of the giants to be "savage Erythnul-worshipping bandits". I believe there was a comment on the messageboards some time ago that some portions of that adventure was cut, or that the Greg Vaughan took things in a different direction. Kings of the Rift would be a great place to put more Erythnul-related content.


Delfedd wrote:
(who both have five letter names, think about it).

Actually its "Hextor" not "Hexor." Not to be a spelling Nazi or anything...

Paizo Employee Creative Director

Erythnul was originally going to have a stronger presence in "Kings of the Rift," as the main deity of the giants there. But as it worked out, we didn't have enough room to go into this faction that much.


RedRobe wrote:
Delfedd wrote:
(who both have five letter names, think about it).
Actually its "Hextor" not "Hexor." Not to be a spelling Nazi or anything...

Oh. Well there goes my conspiracy theory.

Ah. I see. Do you think that these areas of the temple could be expanded upon? I want to add more of a triad feel.

In my campaign I'm going to have more of a triad presence. Hextor sent a group of Kenku's after the players in between the first and second adventure, and that almost ended with a house being burned to the ground. A single tiefling did battle with the party in the actual tomb, informing the players of the influence of a cult on the cities politics.

Sorry, I'm feeling rather tired. My posts seem to be all over the place.

So anyway, I was thinking of putting a temple of Erythunul in the free city. Since there is a revolution in the making, I had an intriguing thought.

As Erythunul is a god both of war and trickery, a cabal of his worshipers could be assisting the revolution with spells. This could leave the players in an interesting position.


Delfedd wrote:
As Erythunul is a god both of war and trickery. . . .

Just to clarify, Erythnul is the god of Hate, Envy, Malice, Panic, Ugliness, and Slaughter. He's not really a god of war, though his creed & behavior is definitely warlike (some speculate that he's a more savage predecessor of Hextor). He's certainly not a trickster god, by any stretch.


Delfedd wrote:

I was thinking of bringing back Kullen. . Filge is also alive, in the cell. Filge breaks Kullen out (not that the PCs had figured this out,) and the two of them are going to make towards the free city.

I am also thinking bout bringing both Kullen AND Filge back, but remember, THEY HATE EACH OTHER, dude!!! First adventure Kullen asks the pcs to bring one of his eyes to him as a gift(hahaha). I don't think they can become friends. However, both of them can be used as Smenk's pets.

Grand Lodge

I love the whole Triad angle. It is going to become a big part of my campaign in the years to come. I also like the way the Teiflings are tied to it. My party actually let one Teifling and one Kenku from TFoE escape alive. That is how the Triad will be finding out about the group in Greyhawk.

I am rewriting HoHR. Removing the the dark elves, mindflayer and his pets. It is going to become a den of Traid Teiflings. I am going with Hexblades, Warlocks, Rogues (their favoured class of course), a Sorcerer and an Assassin.

I plan on this being the introduction and once done with the AoW, the next party will have to contend with the Triad and it's continuing plans to bring about the joining of the three gods.


Those three things (Alhaster, the Vecna party, and the Erythnul-worshiping giant leader) really have nothing to do with the Ebon Triad. Remember that members of the Ebon Triad are considered heretics by their individual gods' churches, especially Hextor.

Sovereign Court Co-owner - Battlegrounds to Board Games

James Jacobs wrote:
Erythnul was originally going to have a stronger presence in "Kings of the Rift," as the main deity of the giants there. But as it worked out, we didn't have enough room to go into this faction that much.

It would be very nice if this missing information could actually be put into the AoW Hardcover adventure path WHEN/IF WoTC actually let's you guys put it out.

Sovereign Court Co-owner - Battlegrounds to Board Games

HELLFINGER wrote:


First adventure Kullen asks the pcs to bring one of his eyes to him as a gift(hahaha).

My players actually did bring Filge's eyes back to Kullen! :)


Ah yes, Kullen and Filge hate each others guts. However, Kullen cannot hope to slip past the guards without a little magic, and Filge has almost no muscle on his side. All in all it should be an interesting role playing experience

The PC's also left one of the tieflings alive, as well as a priestess of Hextor. She is currently traveling with the party. For some reason, they think women are trustworthy. Next adventure should be fun. Anyway, I think that there is a real possibility for an opposing adventuring party.

As I understand it, Included in Erythunul's domains are the domains of Trickery and War.

I've got a new plan for the temple of Vecna. As the Pcs got through the labyrinth far to easily. (Elves using a combination of invisibility and spider climb looking for secret doors is simply evil.) So the female priest of Hextor is going to heal the Allip, the dire weasels and the kenku sorcerer. The Allip's going to make a dramatic appearence as the players are going to bed, and in the resulting confusion, the kenku will lead in the weasels.


I've set it in the Realms and are rewritting minor bits of the adventure path. I don't think we'll complete it as I'm moving but I want to run a sectionof it on the Isle of Dread so might have to get creative theri. Finished the Whispering Cairn which I thought was briliant and 3 Faces of Evil which was a bit meh IMHO. Part 3 looks decent but the Isle may have to sub and I don't like part 4 and will probably ditch it and rewrite it so fit in with part 5.


Delfedd wrote:
As I understand it, Included in Erythunul's domains are the domains of Trickery and War.

Allwing your priests access to the Trickery domain is not the same as being a "god of trickery." Some of the domains are pretty poor fits to their deities. St Cuthbert is another example--why does one of his domains contaign the Contagion spell? IMC, I've changed some of the domains that have no relation to the dogma & personality of their deities.


What you probably mean is little relation to the dogma of the Deity. I'm sure that Saint Cuthburt would really enjoy seeing a city of sin and things (read: Gomorrah) be destroyed by a contagion spell.

I also think that Erythunul's clerics are the type to jump out of shadows, laying a trap, almost like a hunter.


Delfedd wrote:
I'm sure that Saint Cuthburt would really enjoy seeing a city of sin and things (read: Gomorrah) be destroyed by a contagion spell.

You're confusing St Cuthbert with YHWH (or perhaps Incabulos). St Cuthbert would most likely command his followers to go out and destroy a sin-filled city using more traditional methods, such as busting heads with cudgels. It wouldn't be in his interest to create one huge disease pit that could potentially infect others.

Delfedd wrote:
I also think that Erythunul's clerics are the type to jump out of shadows, laying a trap, almost like a hunter.

Laying traps would be the method used by "weak" gods like Kurtlemak, Raxivort, & Ralishaz, & really isn't something Erythnul would have the patience for. Erythnul's clerics would likely prefer to stack the deck in their favor by attacking with overwhelming force & numbers, than by patiently lying in ambush. After all, he has six arms--why would he need to bother with traps?


Good point Rob. I suppose in Erythull doctrine, the arms could represent feints, and double feints. Trickery is one of the things that multiple arms entail. A use of this doctrine is probably what being in the clergy entails.

"May Erythul's six arms hide me from sight" could be the incantation for an invisibility spell.

The Exchange Contributor, RPG Superstar 2008 Top 6

Zardnaar wrote:
I've set it in the Realms and are rewritting minor bits of the adventure path. I don't think we'll complete it as I'm moving but I want to run a sectionof it on the Isle of Dread so might have to get creative theri. Finished the Whispering Cairn which I thought was briliant and 3 Faces of Evil which was a bit meh IMHO. Part 3 looks decent but the Isle may have to sub and I don't like part 4 and will probably ditch it and rewrite it so fit in with part 5.

I know I'm commenting on an older post, but I wanted to note that while I originally thought part 4 was one of the weaker parts, the players had more fun with it than any other chapter so far (we're just starting part 5 next week). It may be worth giving it a try.

Russ

Lantern Lodge

Rob Bastard wrote:
Delfedd wrote:
I'm sure that Saint Cuthburt would really enjoy seeing a city of sin and things (read: Gomorrah) be destroyed by a contagion spell.

You're confusing St Cuthbert with YHWH (or perhaps Incabulos). St Cuthbert would most likely command his followers to go out and destroy a sin-filled city using more traditional methods, such as busting heads with cudgels. It wouldn't be in his interest to create one huge disease pit that could potentially infect others.

Delfedd wrote:
I also think that Erythunul's clerics are the type to jump out of shadows, laying a trap, almost like a hunter.
Laying traps would be the method used by "weak" gods like Kurtlemak, Raxivort, & Ralishaz, & really isn't something Erythnul would have the patience for. Erythnul's clerics would likely prefer to stack the deck in their favor by attacking with overwhelming force & numbers, than by patiently lying in ambush. After all, he has six arms--why would he need to bother with traps?

From observations I have seen, Erythunul is a savage god worshiped by more savage species as a god of slaughter. Laying traps would be okay so long as the end result is a bloodbath (like the traps the Grimlock set in TFoE). I may be stretching it here, but another way to thik of it is Erythunul as a sorta pseudo death god. If Nerull is the god of death and Murder, Erythunul would be the god of bloody genocide or any type of murder you'd expect in a cheap slasher flick.

As for St. Cuthbert, he is a god of law and retribution. Personally I alway kinda figured his church akin to that of an old, old school christian church. Hellfire and brimstone, plauge on the non believers, etc. I personally have to go with what Delfedd said including the Gamorrah example.
Furthermore, at this point I would like to remind everyone that Hextor is the Six armed god, not Erythunul.


FlashMan wrote:
Furthermore, at this point I would like to remind everyone that Hextor is the Six armed god, not Erythunul.

Crap. Brainfart.


Doy. I should've caught that.

So do you think the Revolutionary Erythunul sect is a good idea?

Lantern Lodge

Delfedd wrote:

Doy. I should've caught that.

So do you think the Revolutionary Erythunul sect is a good idea?

Well I will not tell you how to run your game, but do remember this. No church of the three ebon Triad Gods considers the Ebon Triad sound, in fact they down right think the thought is hearasy!

If you have Hextorites, they are different than ET Hextorites. etc. The whol middle of a revolution thing could be neat if played right but if messed around to much it might cause problems story wise (like why there would be a champions games in the middle of a revolutionary war.) Dosen't add up.


Actually I planned for that. I've been Thinking about it. The plan is that the resistance will attack during the final part of the games. Stepping out of the gladiatorial arena, the scenes of destruction should be all around. The clerics of Erythul and Hextor should be grabbing power for themselves.

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