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High Level Plot Help -- Demon Haunted Earth
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<blockquote data-quote="Piratecat" data-source="post: 2831607" data-attributes="member: 2"><p>Okay, color me stupid - but the only reference to Arachne that I recognize is the story of the weaving contest with Athena. Why should the Thurn hate her and be studying how to kill her?</p><p></p><p></p><p>Be aware that after finding two unhelpful clones, the PCs won't give a damn about finding the third. Can you make one of the clones friendly and helpful? Can you make the other one seem friendly, but be a nefarious betrayer and backstabber?</p><p></p><p>Nokkin Kestrel is a man used to servitude. He was raised in a large city on a trade route, the kind of place where the population changes so often that no one really knows anyone else. His foster mother was a mute who had her tongue cut out for some offense; Nokkin never found out what. He spent his childhood sitting in the gutter and watching the rich ride gilt carriages into their walled estates.</p><p></p><p>"I deserve that more than they do," Nokkin thought.</p><p></p><p>He was 12 when he accidentally animated his first sewer rat. He decided to learn more by knocking a wizard's new apprentice over the head with a cobblestone and chaining him in the sewers. The apprentice died of starvation within a few weeks, but by then Nokkin had grasped the basics of magic. The apprentice's corpse eventually became Nokkin's first skeletal servitor.</p><p></p><p>Nokkin had no interest in explosions; he specialized in illusions, enchanetments, and necromancy. Divination wasn't bad, either. When he was 15, he picked the manor house of an elderly and unloved bedridden merchant and killed the man in his bed. Animating the corpse, he carried on a three month charade where he pretended that the merchant was still alive; by the time the smartest of the servants threw off their <em>charm</em> spell, Nokkin had pillaged the man's accounts and fled the city.</p><p></p><p>Nowadays, Lord Nokkin cares for personal safety and riches. He is likely to listen to the PCs, but will certainly lie extensively about his past and hide any ties to the undead. If there is an item he wants stolen or an enemy he wants killed, he may point the PCs towards it if he think they are hireable.</p><p></p><p>The old blind woman spins to point directly at one of the PCs. "You! She hunts you, although she doesn't know it yet! I can feel her flying through my dreams. The devil herself rides her, and she seeks, seeks, seeks the axemen. Know that she's coming for you. Coming... with... TEETH!" A young woman grasps the old woman by the hand. "Don't mind my granny," she confides shyly. "She's a bit touched."</p><p></p><p>And you now have a friendly contact who can spout oracular gibberish whenever you like, AND a potential love interest.</p></blockquote><p></p>
[QUOTE="Piratecat, post: 2831607, member: 2"] Okay, color me stupid - but the only reference to Arachne that I recognize is the story of the weaving contest with Athena. Why should the Thurn hate her and be studying how to kill her? Be aware that after finding two unhelpful clones, the PCs won't give a damn about finding the third. Can you make one of the clones friendly and helpful? Can you make the other one seem friendly, but be a nefarious betrayer and backstabber? Nokkin Kestrel is a man used to servitude. He was raised in a large city on a trade route, the kind of place where the population changes so often that no one really knows anyone else. His foster mother was a mute who had her tongue cut out for some offense; Nokkin never found out what. He spent his childhood sitting in the gutter and watching the rich ride gilt carriages into their walled estates. "I deserve that more than they do," Nokkin thought. He was 12 when he accidentally animated his first sewer rat. He decided to learn more by knocking a wizard's new apprentice over the head with a cobblestone and chaining him in the sewers. The apprentice died of starvation within a few weeks, but by then Nokkin had grasped the basics of magic. The apprentice's corpse eventually became Nokkin's first skeletal servitor. Nokkin had no interest in explosions; he specialized in illusions, enchanetments, and necromancy. Divination wasn't bad, either. When he was 15, he picked the manor house of an elderly and unloved bedridden merchant and killed the man in his bed. Animating the corpse, he carried on a three month charade where he pretended that the merchant was still alive; by the time the smartest of the servants threw off their [i]charm[/i] spell, Nokkin had pillaged the man's accounts and fled the city. Nowadays, Lord Nokkin cares for personal safety and riches. He is likely to listen to the PCs, but will certainly lie extensively about his past and hide any ties to the undead. If there is an item he wants stolen or an enemy he wants killed, he may point the PCs towards it if he think they are hireable. The old blind woman spins to point directly at one of the PCs. "You! She hunts you, although she doesn't know it yet! I can feel her flying through my dreams. The devil herself rides her, and she seeks, seeks, seeks the axemen. Know that she's coming for you. Coming... with... TEETH!" A young woman grasps the old woman by the hand. "Don't mind my granny," she confides shyly. "She's a bit touched." And you now have a friendly contact who can spout oracular gibberish whenever you like, AND a potential love interest. [/QUOTE]
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