| Mary Yamato |
My player felt that after Karzoug it would make sense to go after Alaznist. I wonder if the undersea-city adventure from Savage Tides would work in that context? Alaznist's capitol has been drowned, after all, and one might naturally need to go there in order to prevent her re-awakening.
I haven't played it myself, but it seems to have the right kinds of stuff:
Aboleths, and Lovecraftian horrors, fit right in.
Mary
| Mary Yamato |
15th or 16th level, lots of rp-ing preferably.
You may want to consider, though, that Spires of Xin-Shalast *starts* at 15th. The PCs will almost surely be 17th at the end; if they set out to subdue the city the way mine did, maybe higher.
Mary
| Dualwolf |
Dunno how much you could pad it out for but I recall somewhere that the RL of Sloth may make a comeback via a 3 section tome.
Maybe spread the three books out a bit more and leave clues in the RotRl game to find them once their primary threat has been eliminated.
Eg in Fortress of the Stone giants they find details in the library of where one section may be. In the maze of Sloth in chapter 5 will have good details of how to destroy the books. etc etc.
Then they can spend time seeking out and destroying the other Runelords before they all reawaken....
The only downside is the preperation time, sorry. :-(
Selk
|
At 17th level they should be figures in Varisian politics, but they still want to kick butt. What you need is a good war.
Perhaps the works revealed in Xin-Shalast allow wizardly factions in Riddleport to finally unlock the secrets the arch. Pirates begin teleporting all over Korvosa's and Magnimar's shipping lanes, sparking a temporary alliance as they war at sea, while their preeminent magic schools are tasked shutting down the arch. Korvosa's school instead discovers a way to move the arch, brining it to Korvosa. The truce disolves as the three cities fight for control. The magical and military struggles rip the gate apart and summon a terrifying world-cracking demon...yada yada.
Hmm.
| Arcesilaus |
Why not just have Mhar into the next threat?
Congratulations, PCs, you've just prevented Karzoug's return to Varisia! What are you going to do now?
We're going to Disneywo... RAAAAAAARRRRRRHHHHH! ... Holy crap! That mountain is moving!
Etc.
Maybe a trip to Leng or another dimension to tie down the anchor that Mhar has been slowly working loose over the centuries and is the only thing preventing him from devouring this world, Galactus-style. I assume that some of the magic items in the web supplement to PF #5 might be valuable resources and good Maguffins.
That's just off the top of my head, unfortunately, and I don't have any adventure references, but it's something that might be put together rather easily.
EDIT: Just glancing through titles, maybe a quest through the Greater Halls of Maure Castle (Dungeon #139), finishing with a trip to the Heart of Hellfire Mountain (Dungeon #140), an adventure which includes some giant lovin'.
O