| Aliester Scaryface |
Hey there, I'm brand new to this forum. So if I'm posting in the wrong section I'll move my post. Thanks.
The party will start the campaign at level 10 (the play group has already started 2 other campaigns that never lasted longer than level 7 or 8, so I'd like to let the players experience higher level play).
The campaign: Strange rifts have been randomly opening (and closing) all over Golarion allowing lesser demons from the abyss to pass through and terrorize the inhabitants of this plane. It seems as though the rifts are opening at an increased rate, and there are rumors of larger and stronger demons in some areas. The party will be told of a prophecy that spoke of 5 demon orbs that awaken every 3-5 thousand years, and every time they've tried to awaken before, powerful wizards were able to quiet them or put them back to sleep. It seems as though these orbs are awakening again. The party must seek out these orbs and bring them to a group of wizards that might be able to perform the ritual to put the orbs to sleep. The rifts will continue to open and let increasingly stronger monsters from the abyss to emerge and terrorize the party members.
The problem is that no one knows for sure where these orbs are. So the party is going to have to explore and seek them out. Soon after starting the quest, the party will learn that 1 orb may be under the control of a lich that lives in a castle in the mountains. The last known location of the second orb was in a city on a lake (the party doesn't know that the city is now ruins in a large swamp that is gaurded by a black dragon). Eventually, the party will face Frost Giants, Drow in the Underdark, and may even have to travel into the Hells to make a deal with a devil to obtain an orb.
Here are the Orbs and their boons: Each orb will grant the entire party resistance to a particular type of damage.
Jade – Grants Resistance 2/Acid
Garnet – Grants Resistance 2/Fire
Sapphire – Grants Resistance 2/Frost
Obsidian – Grants Resistance 2/P/S/B
Moonstone – Grants Resistance 2/Undead
The party will consist of a fighter, rogue, wizard, druid and potentially another melee type.
Do you think these boons are too great, even at this level of play? I would like to make hirelings available. What about a cleric healer or another much needed melee? What level should hirelings be? What about constructs? I want to make combat challenging, but I don't want a TPK. If I want or need to make combat more challenging, I can open a rift that drops in a few necessary demons or other outsiders.
If anyone wants to drop some ideas for the campaign or make any suggestions for different boons for the orbs I'd appreciate it.
Cheers