
savagedave22 |

My question has to do with Demon Lords aspects and clones, since Demogorgon seems to have a few In this recent Issue. How many aspects can Demon Lords have at one time and does It take any kind of toll on them or power drain? And what happens when the aspects are destroyed, Are the original Demon Lords affected? The same can be asked of the 2 clones of Demogorgons halves?
DAve

KnightErrantJR |

According to the Miniature's Handbook, where Aspects were first introduced:
Unlike avatars . . . aspects are not extensions of of the original. They can't see through the aspect's eyes and doesn't know what the aspect learns. Destroying an aspect sometimes weakens the original by dissipating the aspect's life force and preventing it from being reabsorbed into the original, but beyond that hurting the aspect does not harm the original.
The point being, I think, that the planar creature "breaks off" part of its essence when the aspect is created, but its not a continuous connection. A being might take some kind of damage when the aspect is first created, but that damage, whatever it might be, heals over time, and further, if the aspect is dissolved naturally instead of being destroyed, it flows back to the creator and "heals" whatever the original gave up to make it in the first place.
I'm guessing most of the aspects that have been run into have been "broken off" for a while, and most of the wound, however it is measured, has healed by this point in time.
The clones, I think are special cases in that they are specifically created by a magical spell, not "broken off" like an aspect. Further, the magic used managed to clone just one personality, and an aspect most likely, even though it is an aspect embodying one interest or facet of Demogorgon's personality, would still represent him in total, i.e. with two distinct personalities.
But that's just my take, and far from anything official.

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Basically... an aspect is a seperate creature from the source. There's no real limit to the number of aspects a god or demon lord can spawn, but each one does lessen the whole by a fraction. Which is why you don't see armies of aspects out there. In Savage Tide, there are indeed a fair amount of aspects and clones of Demogorgon running around, and killing them off does indeed weaken Demogorgon. Just how much? You'll have to wait and see #150 to see, but it's all a key part of the campaign, to be honest.

Tobias Talco'un |
I thought it was pretty interesting that the PC's, should they think of it, could make the whole job easier by capturing Gorgant, retreating back to Iggwilv's manner, and giving him to her. I'll doubt she'll mind, and it saves some of a battle. Then they can go back and free (and catch) the other Aspect.
And, James, I have a question about the Flask. If I remeber right, in previous editions, there was a cummulative chance of turing CE everytime you used it. If I'm correct, why did you drop that? Also, how far can the holder of the flask control and command the called fiend?

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I thought it was pretty interesting that the PC's, should they think of it, could make the whole job easier by capturing Gorgant, retreating back to Iggwilv's manner, and giving him to her. I'll doubt she'll mind, and it saves some of a battle. Then they can go back and free (and catch) the other Aspect.
And, James, I have a question about the Flask. If I remeber right, in previous editions, there was a cummulative chance of turing CE everytime you used it. If I'm correct, why did you drop that? Also, how far can the holder of the flask control and command the called fiend?
There's no limit to the range of control for the called fiend. As for the cumulative chance... using demons to do your dirty work for you is, in many ways, an evil act. It's ALWAYS a chaotic act. So even if you keep the demon on a tight leash, and prevent it from doing evil while it's working for you, you can't really stop the chaos part of it. And even then... lots of demons are really sneaky about how they do things; a tiny little thing might blossom into a greater evil down the road, for example.
Anyway... I've never really been a fan of the hard game mechanics for things that change your alignment. That type of thing needs to be enforced by the DM; especially in a case like Tuerny's Flask. Using it in the methods the adventure (and the next one) expect it to be used are for the greater good, after all. Plus... there wasn't really room to go into detail about additional powers and effects. To be honest, that's one of the main reasons I didn't say much about the "turn evil when you use it" element.

Kobold Lord |

K, now I have a question. Is it necessary for Malcanthet to drain all those levels andd implant the queen's kiss? that all seems kinda strange
The Queen's Kiss is just so she can spy on the party at all times. She can maintain a Status effect on the Kissed character even beyond planar boundaries.
The level-draining is just because she's a -----. If the PC party didn't puff up with Magic Circle Against… or Death Ward before conferring with the Queen of Succubi, they get what's coming to them.

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K, now I have a question. Is it necessary for Malcanthet to drain all those levels andd implant the queen's kiss? that all seems kinda strange
Yeah... the level draining thing is just her being mean. At high levels, level draining shouldn't be tough to fix (or be immune to). In fact... at once point she demanded the opportunity to drain all of a PC's levels, but that was probably going too far.
But the Queen's Kiss doesn't require level drains at all. And believe it or not... having a PC with the Queen's Kiss effect in the next adventure will help. A lot.