A
Anonymous
Guest
The purpose of this topic is just for some idea's, and feedback, from players and gm's. How have your adventures gone so far? What has been the popular char choices? What about party composition? What kind of adventures are you running/plan to run? Average party level?
As far as adventures go, I am preparing to run my groups through a nasty political plot that will start out hum drum slow with lots of roleplaying in the beginning, [char level 6-8 (not sure yet)], and expand into a nasty game of hunt-and-destroy and paranoia through a palace.
I so far am planning to have a heleghast be an advisor to a king, which my players will be called to work for, and send them on a useless quest; only to have them take the blame for the kings murder (killing the king by taking on a pc's shape) and have them thrown into jail (seperate cells) when they return!
Then the pc's have to bust out somehow (sans most of their equipment, poor players) and figure out how to get past the palace guards to have their revenge on the frail looking advisor. Some of the players (preferably ones without sense evil/prophecy/sixth sense) will be decieved by the heleghast looking like one of their fellow pc's. Ofcourse, when the heleghast reveals itslef, and starts hunting the pc's is when the fun truly starts.
I plan to have the pc's wander the palace corridors individually, be decieved repeatedly by the helghast when it shifts into other pc chars, fight/sneak past/enchant/fool the guards.
Ofcourse, things can go in any direction, but right now an epic confrontation for the adventures end would be the rest of the pc's fighting the guards/themselves (each thinking they had been betrayed by the other, or thinking one of them would be the heleghast), while the player of the dessi would be going up against the real thing in the throne room, in a staff vs staff magikal combat. Good stuff.
While a ghast wont really last long against a level 8 dessi, even if he is alone, the pc will hopefully be tired after having clawed his way through a multitude of guards, not to mention other pc's trying to do him/eachother in! While I have been toying with giving the ghast levels in warrior, and maybe adept with one brotherhood spell, I really don't want to at this point.
As an aftermath, a level up for each player (those that survive), and then see how it goes from there. I am going to wait and see how the pc's roleplay throughout the adventure effects the end; if they made some comrades of npc's through good roleplay, their innocence might be believed. Otherwise...they will have to run at the end, with barrack full of guards behind them. Thus, the next adventure might be either one where the pc's have to elude their quarry, or one where they try to determine who sent the heleghast, and if there are any others.
Now to figure out idea's for making sure an ill timed use of sense evil, sixth sense, or prophecy elder art by players doesn't reveal the helghast... :shock: (damn antsy players )
As far as adventures go, I am preparing to run my groups through a nasty political plot that will start out hum drum slow with lots of roleplaying in the beginning, [char level 6-8 (not sure yet)], and expand into a nasty game of hunt-and-destroy and paranoia through a palace.
I so far am planning to have a heleghast be an advisor to a king, which my players will be called to work for, and send them on a useless quest; only to have them take the blame for the kings murder (killing the king by taking on a pc's shape) and have them thrown into jail (seperate cells) when they return!
Then the pc's have to bust out somehow (sans most of their equipment, poor players) and figure out how to get past the palace guards to have their revenge on the frail looking advisor. Some of the players (preferably ones without sense evil/prophecy/sixth sense) will be decieved by the heleghast looking like one of their fellow pc's. Ofcourse, when the heleghast reveals itslef, and starts hunting the pc's is when the fun truly starts.
I plan to have the pc's wander the palace corridors individually, be decieved repeatedly by the helghast when it shifts into other pc chars, fight/sneak past/enchant/fool the guards.
Ofcourse, things can go in any direction, but right now an epic confrontation for the adventures end would be the rest of the pc's fighting the guards/themselves (each thinking they had been betrayed by the other, or thinking one of them would be the heleghast), while the player of the dessi would be going up against the real thing in the throne room, in a staff vs staff magikal combat. Good stuff.
While a ghast wont really last long against a level 8 dessi, even if he is alone, the pc will hopefully be tired after having clawed his way through a multitude of guards, not to mention other pc's trying to do him/eachother in! While I have been toying with giving the ghast levels in warrior, and maybe adept with one brotherhood spell, I really don't want to at this point.
As an aftermath, a level up for each player (those that survive), and then see how it goes from there. I am going to wait and see how the pc's roleplay throughout the adventure effects the end; if they made some comrades of npc's through good roleplay, their innocence might be believed. Otherwise...they will have to run at the end, with barrack full of guards behind them. Thus, the next adventure might be either one where the pc's have to elude their quarry, or one where they try to determine who sent the heleghast, and if there are any others.
Now to figure out idea's for making sure an ill timed use of sense evil, sixth sense, or prophecy elder art by players doesn't reveal the helghast... :shock: (damn antsy players )