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Switch to Forum Live View H1-H3: Demon Prince of Undeath Conversion
7 months ago  ::  Nov 13, 2012 - 11:38AM #841
Myrhdraak
Date Joined: Feb 17, 2006
Posts: 621

Nov 12, 2012 -- 10:57PM, VinceP wrote:


In my campaign:

After the PC's leave Thunderspire Peak a mysterious disease had appeared in the Nentir Vale affecting the scattered villages in the fields between Trade Road and Fallcrest. The disease is like scarlet fever and if it killed the host, the host would rise again usually after 24hrs. (Paldamar created the disease.)

Then after the PC's escaped out of the Pyramid 110yrs later there was a new religion, Tymarc. (1 day in the pyramid was 10 yrs out of the pyramid. The book indicated there was a time disparity but doesn't give any indication as to how this worked.) Tymarc is competing with the Raven Queen. The new religion offers a timeless life; wanting for nothing; the more devout (or wealthy / influential followers) are risen to high positions, these devout are turned into visages before death, they then continue in their positions. Worshipers are given a tattoo, that protects them from undead creatures (of a certain type/level and only for now); The worshipers are told their soul go directly to the Astral Sea where Tymarc accepts all without judgment, without purgatory, only bliss and peace forever. This attracts the less savory individuals of society who don't want the fate of going to Hell.


Paladmar, who is now a lich, is behind this new cult. (I doesn't matter if he dies at the end of H2 or not. If he dies Orcus makes him a lich if he doesn't die he turns himself into a lich). Each church's head priest is a Visage. The church offers a timeless life, the more pious the parisoners are (and the more influential they are) the head priest performs a ritual that turns the dying person into a visage who then take over their position in society. If the parisioner is not that influential then the person will be turned in to a ghost and some are turned into zombies (but they do not rot). The ghosts and zombies are passive and do not pose a threat to loved ones or others. All the while the Raven Queen's priests are having trouble with their raise dead rituals and other aspects of their rituals are not working so well. This means that the Raven Queen's followers are decreasing. While Orcus' followers are increasing because ultimately Orcus is behind Paldamar's influence through the religion Tymarc.

How did it arise? Raven Queen following down, Raise Dead not working properly. Why?

The presence of the ghosts and zombies is the result of Orcus's growing influence on the world. 
This also relates to helping with the release of Timesus.

Baron Macklehay has become King Mackelhay and is a Visage. He is now helping to spread the new Religion through sanctions and decrees.

King Palenthior is the great grandfather of Vyrellis's dad (also King Palenthior)
Vyrellis and Karavakos have been in the Pyramid for approx 1000yrs, which is 100 days to them.




Really great concept. Could you write it down in some more details, so that I could add it as an DM Advice in the end of H3?

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7 months ago  ::  Nov 13, 2012 - 1:58PM #842
Hershall
Date Joined: Jun 11, 2009
Posts: 43

Nov 13, 2012 -- 7:50AM, Jacktannery wrote:

Vince, those are really great ideas – I’m going to incorporate them into my campaign. I also added something others might find interesting:


I had Garesh Vren (from H3) be captured by the hobgoblin slavers and held in the Chamber of Eyes (in H2). He had journeyed alone into Thunderspire Labyrinth to seek out the Mages for advice on his dreams of the Pyramid of Shadows. PCs rescued him and he went off to continue his quest to find the Pyramid – when the PCs meet him again in H3 he can help them.


Also since you are talking maps here’s a reminder that I’ve done all the maps for P3 here: www.cartographersguild.com/finished-maps...


Sweet mercy, Jacktannery, those are some gorgeous maps.

They're so pretty, I might even take the one for the final fight with Urishtar to a professional print-place and get it printed out to use in my final battle.

Damn those are pretty maps.

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7 months ago  ::  Nov 16, 2012 - 2:08PM #843
Myrhdraak
Date Joined: Feb 17, 2006
Posts: 621

P3: Shadowheart
I have started what I hope is the final encounter in my modification of P3. The adventurers reaches the Shadowheart under the Deathless Palace [PAge 39-40]. If you as a DM want to have a climatic final battle with the Keepers, then I have prepared G16: The Heart of Shadow [Page 86-87]. Now I only need a cavern map with a little bit of different elevation, a number of black pools and some tunnels leading off. Anyone that wants to contribute?
       
 
Spoiler: Show

PLEASE NOTE THERE ARE MAJOR SPOILERS IN HERE - DO NOT READ IF YOU WANT TO ENJOY PLAYING THE ADVENTURES


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7 months ago  ::  Nov 16, 2012 - 4:08PM #844
Jacktannery
Date Joined: Aug 26, 2007
Posts: 90
I can do it for you Myrhdraak if you give me a very rough gridded sketch concept. 
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7 months ago  ::  Nov 17, 2012 - 2:32AM #845
Myrhdraak
Date Joined: Feb 17, 2006
Posts: 621

Nov 16, 2012 -- 4:08PM, Jacktannery wrote:

I can do it for you Myrhdraak if you give me a very rough gridded sketch concept. 



Great! I am looking forwards to see your work. The other stuff you had made was really great.
I have added a rough sketch in the P3 Conversion [Page 87 & 124]. My thinking so far is a cavern with diffrent "platform levels", each one with a blood shadow pool where the "water" runs down the platforms in a number of waterfalls to meet in the central pool at the bottom. Rough staircases have been cut out from the stone platforms to allow access between the platforms.
 
As the players arrive, they will be divided and appear randomly from diffrent pools in the area. Isilus with his False Keepers will try to prevent the adventurers from reaching the central pool. The shadow slime moves "invisibly" under water to attack the adventurers. Isilus can also move the Living Walls hazard by sacrificing one attack.

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7 months ago  ::  Nov 17, 2012 - 3:03AM #846
Jacktannery
Date Joined: Aug 26, 2007
Posts: 90
Okay - I'll get on it here www.cartographersguild.com/virtual-table....
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7 months ago  ::  Nov 17, 2012 - 1:54PM #847
VinceP
Date Joined: Oct 27, 2007
Posts: 130

Nov 13, 2012 -- 11:38AM, Myrhdraak wrote:



Really great concept. Could you write it down in some more details, so that I could add it as an DM Advice in the end of H3?


I will. Thanks for asking. Please give me a few weeks as I am up-to-my-eyeballs at work at the moment.

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7 months ago  ::  Nov 17, 2012 - 2:01PM #848
Myrhdraak
Date Joined: Feb 17, 2006
Posts: 621
No worries, I am still playing H2 myself. But I liked the idea and concept and would love to have some more meat on it (if you have done some background work on it).
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7 months ago  ::  Nov 17, 2012 - 2:03PM #849
Myrhdraak
Date Joined: Feb 17, 2006
Posts: 621

Nov 17, 2012 -- 3:03AM, Jacktannery wrote:

Okay - I'll get on it here www.cartographersguild.com/virtual-table....




I updated the encounter with some descriptions and tactics. Will see if I can write the features description tomorrow for you.

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7 months ago  ::  Nov 17, 2012 - 5:25PM #850
Jacktannery
Date Joined: Aug 26, 2007
Posts: 90
Great - the more info you give me the better map I can make - I read the updated info on the lighting (no light sources) - I was going to ask about that. You have a few typos in your tactics description.

-You mention twice in your description that the water is black, or dark. Is it blood, or dark water?
-The 'Living Wall' seems to be a permanent feature on the map now. You'll need to tell me where it is. 
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