Nifft
Penguin Herder
If you've recently fought Black Iron Predators, and the names "Khrel-Hadad" and "Valdemar" strike hatred and fear into your heart, and incessant acid rain is destroying your world -- if you're one of my players, in other words -- Am-scray! Now!
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My 10th & 11th level PCs, through great tenacity and perseverance, managed to get themselves captured by a really big Yugoloth and his mercenary company. The leader, Khrel-Hadad, is an advanced Nycaloth fighter (CR ~24). Now, he's currently bound to serve a bunch of goblinoids, but recently several juicy opportunities have cropped up and he wants out. He's going to use the party to kill the hobgoblins -- which the party was trying to do anyway -- but then they're bound to serve him for a bit after that, too.
So, they're in for some conscripted plane-hopping, as they become unpaid mercenaries in the Blood War. I've got the basics sketched out, but I'd appreciate any suggestions, as it's my first really big planar adventure.
The set-up is: the party has sworn themselves to a month's service, which is 28 days (Prime time). The first 4-5 days are going to be spent killing the goblinoid leadership (4 tough "boss" hobgoblins & 1 advanced erinyes). Taking out the leaders will mean that the party doesn't have to fight all the "troops" -- some ogre-magi, some wyverns, some shadow mastiffs, and a pair of hellwasp swarms, as well as the obvious goblin, hobgob and bugbear mooks.
The party will have to kill, in order:
- Erinyes (liason to Dispater)
- Hobgob Cleric/Thaumaturgist
- Hobgob Sorcerer
- Hobgob Ftr/Disciple of Dispater & Hobgob Rog/Disciple of Dispater
... which should take 4-5 days. They'll have indirect help, in the form of scrying and watch schedules, from the Yugoloths, who can't directly attack the goblinoids due to their ongoing contract.
After that's done with, the party will be taken to Khrel-Hadad's stronghold Gehenna, and there briefed on their planar missions. Here's what I've come up with, based on the conflict between Pazuzu (Khrel-Hadad's lord) and Lolth.
Planar Mission 1: Sinful Interdiction (Carceri, 2-4 days)
The party is gated to Carceri, where they must make their way to the area of the Sinmaker's shop, hide themselves, and await a specific group of "merchants" (1 cambion, 2 bebeliths, 2 driders), who will be along within a couple of days. They are assigned to assassinate the cambion and take his cubic gate -- the other "merchants" are considered mere targets of opportunity. The party returns to Gehenna with the cubic gate.
- Sideline: they fail to hide, the Sinmaker sends a representative to question them: "Do you intend to harm the Sinmaker or his business? Do you intend to disrupt or prevent a sale? Do you intend violence within the Sinmaker's domain?" -- and then charge them a fee to conduct violence within his domain, with the stipulation that they may only assassinate their targets after the sale has been made.
- Help: what other random events can/will occur while the party is traveling through and hiding in Carceri?
Planar Mission 2: Cube Scouts (Various, 3-6 days)
The party investigates the cube's gates, which are:
1: Kitharc-1 (Prime planet)
2: Barsoom (Prime planet)
3: Abyss layer 66 (Lolth's dominion)
4: Carceri
5: Elemental Plane of Wood
6: Cynosure (my version of Sigil)
They are specifically instructed to scout, not engage. However, I'd like some aweful things for them to see and/or experience in the Abyss, and some notes on how people handle Sigil (the game is high-magic).
The Prime planets will be described at the bottom of this post.
Planar Mission 3: Arraxis of Evil (various locations)
This is where things get really fun. They're instructed to use the cubic gate to attack Lolth's minions on many different planes, using the cubic gate. The Yugoloths want to disrupt Lolth's plans without showing their own hand.
So, I'd really like suggestions for a bunch of anti-Lolth missions on the various planes that the cubic gate can reach, from variations on "kill patrols" to more creative, less combat-oriented missions.
Planar Mission 4: Reward for Service
Yugoloths are not the most trustworthy of masters. By this time, there should only be 2-3 days of service remaining. The party will be sent on one final mission -- they will be told that it's their second to last mission, the easy one before the big one, of course -- but it will be a suicide mission. The party can't be ordered to their deaths, or asked to perform an impossible task (e.g.: "kill Asmodeus"), due to the nature of their contract, but they can be ordered to do something that is *probably* fatal. I'd like creative and very bastardly suggestions on what I can throw at them.
(If they survive, I want them to really hate these particular yugoloths! )
Worlds in the Balance
Earth: Where the PCs are from. Standard planet, continents shaped like those of our Earth. Recently suffered an impact-induced cataclysm when something big fell from the sky into the pacific ocean. The tsunamis were followed by torrential rain, flavored with carbonic acid, which show no sign of abating. Ocean levels are low, sunlight is unavailable.
* Monster Palette: Goblinoids (always evil), dinosaurs, giants, dragons, fey, nagas, undead
Kitharc-1: Earth-sized planet phase-locked to a Mars-sized moon (Kitharc-2, also phase-locked). Intense volcanic activity on both, hot & humid jungle covers most of Kitharc-1 (CO2 levels high due to volcanic activity, blah blah). Kitharc-2 has recently been taken over by a hideous creation of Lolth's, which will figure into the plot later. The native sentients of Kitharc are the Arrakin, a race of psionic spider people who had recently entered a golden age of prosperity (before Lolth did her big evil thing) and were in the process of exploring other worlds for colonization -- including Earth -- just as First Empire Humans colonized many other planes & worlds.
* Monster Palette: Arrakin, linnorms, plant monsters, psionic monsters, destrachan, yuan-ti
Barsoom: Terraformed Mars. Light gravity, sparse atmosphere. Most sentients live in the Wound, where air is denser, but they have to hunt & farm on the surface. The Northern Ocean is okay to live near, but it's foggy & chilly. Lolth has one citidal in the Wound -- she does not rule over all Drow in my campaign.
* Monster Palette: Drow, deep gnomes, derro, displacer beasts, ankhegs, "underdark" monsters (aberrations, grimlocks, umber hulks), kaorti and associated critters (skybleeders et al.)
Thanks for any help! -- N
.
.
.
My 10th & 11th level PCs, through great tenacity and perseverance, managed to get themselves captured by a really big Yugoloth and his mercenary company. The leader, Khrel-Hadad, is an advanced Nycaloth fighter (CR ~24). Now, he's currently bound to serve a bunch of goblinoids, but recently several juicy opportunities have cropped up and he wants out. He's going to use the party to kill the hobgoblins -- which the party was trying to do anyway -- but then they're bound to serve him for a bit after that, too.
So, they're in for some conscripted plane-hopping, as they become unpaid mercenaries in the Blood War. I've got the basics sketched out, but I'd appreciate any suggestions, as it's my first really big planar adventure.
The set-up is: the party has sworn themselves to a month's service, which is 28 days (Prime time). The first 4-5 days are going to be spent killing the goblinoid leadership (4 tough "boss" hobgoblins & 1 advanced erinyes). Taking out the leaders will mean that the party doesn't have to fight all the "troops" -- some ogre-magi, some wyverns, some shadow mastiffs, and a pair of hellwasp swarms, as well as the obvious goblin, hobgob and bugbear mooks.
The party will have to kill, in order:
- Erinyes (liason to Dispater)
- Hobgob Cleric/Thaumaturgist
- Hobgob Sorcerer
- Hobgob Ftr/Disciple of Dispater & Hobgob Rog/Disciple of Dispater
... which should take 4-5 days. They'll have indirect help, in the form of scrying and watch schedules, from the Yugoloths, who can't directly attack the goblinoids due to their ongoing contract.
After that's done with, the party will be taken to Khrel-Hadad's stronghold Gehenna, and there briefed on their planar missions. Here's what I've come up with, based on the conflict between Pazuzu (Khrel-Hadad's lord) and Lolth.
Planar Mission 1: Sinful Interdiction (Carceri, 2-4 days)
The party is gated to Carceri, where they must make their way to the area of the Sinmaker's shop, hide themselves, and await a specific group of "merchants" (1 cambion, 2 bebeliths, 2 driders), who will be along within a couple of days. They are assigned to assassinate the cambion and take his cubic gate -- the other "merchants" are considered mere targets of opportunity. The party returns to Gehenna with the cubic gate.
- Sideline: they fail to hide, the Sinmaker sends a representative to question them: "Do you intend to harm the Sinmaker or his business? Do you intend to disrupt or prevent a sale? Do you intend violence within the Sinmaker's domain?" -- and then charge them a fee to conduct violence within his domain, with the stipulation that they may only assassinate their targets after the sale has been made.
- Help: what other random events can/will occur while the party is traveling through and hiding in Carceri?
Planar Mission 2: Cube Scouts (Various, 3-6 days)
The party investigates the cube's gates, which are:
1: Kitharc-1 (Prime planet)
2: Barsoom (Prime planet)
3: Abyss layer 66 (Lolth's dominion)
4: Carceri
5: Elemental Plane of Wood
6: Cynosure (my version of Sigil)
They are specifically instructed to scout, not engage. However, I'd like some aweful things for them to see and/or experience in the Abyss, and some notes on how people handle Sigil (the game is high-magic).
The Prime planets will be described at the bottom of this post.
Planar Mission 3: Arraxis of Evil (various locations)
This is where things get really fun. They're instructed to use the cubic gate to attack Lolth's minions on many different planes, using the cubic gate. The Yugoloths want to disrupt Lolth's plans without showing their own hand.
So, I'd really like suggestions for a bunch of anti-Lolth missions on the various planes that the cubic gate can reach, from variations on "kill patrols" to more creative, less combat-oriented missions.
Planar Mission 4: Reward for Service
Yugoloths are not the most trustworthy of masters. By this time, there should only be 2-3 days of service remaining. The party will be sent on one final mission -- they will be told that it's their second to last mission, the easy one before the big one, of course -- but it will be a suicide mission. The party can't be ordered to their deaths, or asked to perform an impossible task (e.g.: "kill Asmodeus"), due to the nature of their contract, but they can be ordered to do something that is *probably* fatal. I'd like creative and very bastardly suggestions on what I can throw at them.
(If they survive, I want them to really hate these particular yugoloths! )
Worlds in the Balance
Earth: Where the PCs are from. Standard planet, continents shaped like those of our Earth. Recently suffered an impact-induced cataclysm when something big fell from the sky into the pacific ocean. The tsunamis were followed by torrential rain, flavored with carbonic acid, which show no sign of abating. Ocean levels are low, sunlight is unavailable.
* Monster Palette: Goblinoids (always evil), dinosaurs, giants, dragons, fey, nagas, undead
Kitharc-1: Earth-sized planet phase-locked to a Mars-sized moon (Kitharc-2, also phase-locked). Intense volcanic activity on both, hot & humid jungle covers most of Kitharc-1 (CO2 levels high due to volcanic activity, blah blah). Kitharc-2 has recently been taken over by a hideous creation of Lolth's, which will figure into the plot later. The native sentients of Kitharc are the Arrakin, a race of psionic spider people who had recently entered a golden age of prosperity (before Lolth did her big evil thing) and were in the process of exploring other worlds for colonization -- including Earth -- just as First Empire Humans colonized many other planes & worlds.
* Monster Palette: Arrakin, linnorms, plant monsters, psionic monsters, destrachan, yuan-ti
Barsoom: Terraformed Mars. Light gravity, sparse atmosphere. Most sentients live in the Wound, where air is denser, but they have to hunt & farm on the surface. The Northern Ocean is okay to live near, but it's foggy & chilly. Lolth has one citidal in the Wound -- she does not rule over all Drow in my campaign.
* Monster Palette: Drow, deep gnomes, derro, displacer beasts, ankhegs, "underdark" monsters (aberrations, grimlocks, umber hulks), kaorti and associated critters (skybleeders et al.)
Thanks for any help! -- N
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