I must ask, since it's been bugging me for the longest time: Is there any defense for the characters when they go for the Bell and confront the screaming faces? Can they plug their ears and be unaffected, or perhaps have some sort of enchantment that prevents the screams from affecting them? I personally find that Scream of Souls to be an insta-kill if the PCs never find out about it beforehand. Anything of an answer oh GM? Go to Comment
Jeeesh....Just finished reading this. Great job AG, I love it. You really did a piece of work when making this Campaign.
Now for constructiveness, for me anyways. Mind tossing a link to that Forum so we can apply translator programs and check out other scenario thingies? Also, how did the campaign finale' go? We haven't got any sort of update on it in...A year or more? Go to Comment
Actually, I had thought of that when I hit on the concept, but I decided that no, age and lifeforce aren't neccessarily bound together inexorably, else whenever you took lots of damage (which takes a chunk out of your lifeforce as well as HP), you'd instantly age.
Instead, if you use too much lifeforce, and zero out, you'll just drop dead, much like someone who dies of overexertion. Heat stroke anyone? Go to Comment
This is definitely something that is useful and that every GM should read through, even if they don't have a problem with plots at the moment. We all hit snags, and this will help to break those stopping points to bits. Go to Comment
#12 The Unnamed Bridge
Reply #14 on: August 29, 2005, 12:01:06 PM
Gah! Attack of the Monty Python! (though admittedly a good movie)
This bridge is one that has long been shrouded in mystery, never able to be found more than once by any person. The waters below are strangely calm, yet the instant one deviates from the bridge's center path, the waters begin to churn and swirl, like a large yet invisible storm is passing by. There are low railings off on the sides to prevent falling in, but one can easily by-pass these measures of defense.
In fact, the waters are those of the dead river Styx, passing 'neath this bridge. The waters are filled with the souls of the dead, being pulled along from the spirit world into the material one to live once more. When they sense the nearness of someone living, they stir in the waters and try to use the person as a passage of escape from the river, though whether they can or not is unknown.
The bridge itself is one that holds and connects the two planes together, allowing the dead to pass to and from the real world and the spirit world. Thus both worlds are kept in balance. Only a rare few have ever found this bridge, but they have always left with a renewed sense of purpose in their life, more of a drive and effort toward their goals. This is attributed to being brought closer to their final destination of death and eventual rebirth, however temporarily. Go to Comment
The thought occurs to me as I read the last post that to avoid such ghastly costs and such within the guild, there would most likely be regulations set up to handle such issues. Exempli gratia...
You read the guild charter, and amongst all the benifits listed appears a small section on that dreadful subject no adventurer likes to consider. Death. "Each member of the guild, having a spouse and/or children shall be a member of the guild for at least a year before the guild shall undertake to support those reliants in the instance of said member's death."
What does this mean? Basically, the guild ain't responsible for those you leave behind if you haven't been in the guild long enough to learn the proper techniques to survive and pay a decent amount of dues. This covers those foolish apprentices who think they can do anything and not worry about the consequences. Pay attention in class indeed!
Also, by nature most adventurers wouldn't have spouses or children just yet; getting married might itself be a guild regulated thing. Sure you're a valuable asset. If we let you get married, now we're competing with someone else for your skills and attention, not to mention if you're out on a mission and you start thinking about home instead of your goal. Go to Comment
One must remember that it's alot easier to say something than to do it. Depending on how long these raids have been happening, and how often they occur, there might not even be any townspeople left who are truly able to fight or form any sort of raid group. After all, wouldn't the strongest men and boys have fought against them already in a defensive action?
It's alot easier to say such a thing than to do it. Go to Comment
Or it could just simply not work. The entire point of those knives is that the deity in charge of death has the target brought to its attention. The deity chooses whether to take the target or not, and since the Mogrolyth has already died and come back (and indeed will continue to do so), the knives aren't likely to work. Go to Comment
When the characters approach a clearing in the forest, they will see 4 ogres who are guarding, and preventing from escape, 4 human males, and 3 human females. The ogres will see the party and leap to attack. The females will scream "OUR SAVIORS!!" and run screaming straight across the currently forming battlefield, in between ogres and party members, to hide behind the rearmost party members. They will be safe there. The males will try to skirt the battle to the north side to join the women.
To the south, giants will be hiding in the thick underbrush until the party has engaged the ogres and then attack the most opportune target EXCEPT the ones that the females are next to.
It should be noted that the female commoners are not female commoners at all, nor are the male commoners actually male commoners. The female commoners are the hags, who have polymorphed themselves as the commoners in their stewpot to escape detection. The males skirting the battle are actually MORE ogres, the hags were in the process of polymorphing ALL the ogres into regular humans for ambush purposes. The REAL commoners are already dead, having found their way into the coven's cauldron for dinner.
The hags (the women) will position themselves near to any spellcasters in the rear first, and then near anyone else in the back of the fight. The ogres (the men) will wait until the hags shift form, and then attack first the rear folks, then shift into the melee.
It is possible that the characters, as they approach the ogres, will notice the giants in the bush, and be able to warn the others of the ambush.
GAME NOTES: If you sell the screaming women correctly, they will not even be suspected until it is too late. Therein lay the problem. This encounter is ESPECIALLY deadly to the rear eschelon of the party. It is entirely possible that the hags will finish off half the party before they even realize they have been duped. Caution is required if the game master wishes to avoid a TPK(total party kill).