
krevon |

My players have died and I'm using the death and return to life as a means to grant a 2nd mythic tier(involving a test of riddles and trail by combat).
The game will focus on the players making it back to the Prime Material Plane. My thought is that a celestial guide will escort them to Sigil where they will meet up with a being with a port key to the astral plane, and then from there reconnecting their umbilical cords.
The group wakes 10 years later in an elaborate tomb with a prophesy inscribed promising the hero's would return to destroy the White Queen.
So in Sigil, my thought was to have their contact missing with one or more factions looking for he/she/it. So here I am looking for thoughts or suggestions involving the factions and the reason the contact is missing or gone into hiding. The CR's would need to be 8-10...10 is the max they can handle right now.
In the astral sea, I'm pretty sure I want a roaming astral shark as a random encounter if it calls for it. I've had one idea about the astral sea. They are semi close to a mass of land with temple ruins on it. They spot a Githyanki Carrock and need to hide(or knowing my players try to take the ship). At the temple ruins is a group of githyanki monks guarding a Silver Sword that is imbedded in the floor at the center of the temple.
The land mass would actually be a dead mythic being and the silver sword is keeping it from regenerating. So if the group defeats the monks and takes the silver sword it gives me a) future story/encounters with githyanki and b) Gives me a possible capstone to the game with the mythic being able to return.
So, if the idea crap? What wold you add to or take away? Would you approach things completely differently?
Thanks in advance from a tired old DM.

aboniks |
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First, your plot arc sounds awesome, I'd play it and smile doing it.
Quick idea for the faction sub plot, just the high points:
A heretical splinter group of the Athar wants to awaken your mythic pincushion, as they have lost any serious conviction in their atheism, and believe the creature to be their future god. They way the think it can be awakened is by removing the sword. They'll need some sort of prophet who's leading them. Possibly that prophet is misleading them and is actually far more than s/he seems to be, (maybe the BBEG, or the polymorphed mate of the mythic being?), with ulterior motives. The party learns about the sword from the heretics somehow. The information could be overhead, shared intentionally, lots of options.
The Believers of the Source do not want the sword removed, because they think that the mythic creature was actually raised to godhood when the sword was plunged into it, and that to remove the sword would be a perversion of their belief that all creatures strive towards apotheosis. Maybe they know what the Athar heretics are up to from the beginning, maybe they find out in the plot, maybe the PC's accidentally talk about it in public and are overheard?
The Doomguard want the sword for themselves. They believe that the sword should be in their hands, since they work to bring about the decay of the multiverse. They believe the sword was forged to kill gods, which is the sort of thing that would look quite nice on the mantle when they sit down to drink cocoa and gossip in the great hall.
Between the three factions you should be able to get quite a lot of story built up in sigil and the inevitable chase across the astral sea.
What sort of scale the factions interact with the PC's on is up to you, but you've got room for a huge astral battle between the Doomguard and the Godsmen. (as background visuals while the PC's flee towards the goal, presumably) The PC's could be working for/with an NPC from the Athar heretics.
Just 2cp. Hope it sparks some ideas.

krevon |

Aboniks, that's some good stuff.
I've been dming the same group of guys 11 years now. When I write I try to create a skeleton plot line. Throw a little bit of meat on it like this, but let the players flesh everything out.
With this I was getting a bit of a one and only one track. That's why I love the message boards. I can come here and get ideas I didn't think of before.
The last session of this campaign should end with the group discovering the gods are dead and them taking up the mantel's and learning they are but demi god's in a much bigger multi-verse.
Thanks again!

krevon |
1 person marked this as a favorite. |

Just an update...they game went really well. I've nicknamed my group "If it ain't nailed down" in the past. That tendency was beginning to show itself again.
That said they did take the silver sword. So now I get to point the players toward a campaign milestone where they get to traverse their way up the continent with githyanki to harry them.
If they think they can go the route of a full frontal assault, I will use mass battle rules from ultimate campaign. I will alternate turns between the armies and squad battle.
They will prolly go the "commando" route and try to take out fortified locations from the inside. My group really likes the tactical side.