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Sins of Our Fathers Story Hour - Fiends and Friends
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<blockquote data-quote="Destan" data-source="post: 1191728" data-attributes="member: 12157"><p>I'd rather hold off on addressing Ippy's once-trapped souls because some of that info will come out - and be better for it - in the story.</p><p></p><p>I'm unable to address the prophecies question. Let me try to explain why. I decided to use a pair of prophecies as a trick to tie in the party's exploits with some over-arching quest. Pretty common tool, I think. But since I don't know how the party will fare in various adventures, I can't very well write about them beforehand. So I've opted for a cop-out: NPC's constantly speak of these odd prophecies, but mostly "after-the-fact". In other words, the party does what they do, and then I drop hints as if the prophecies stated that is what they would do all along. I've given myself a little more leeway by fabricating two, concurrent prophecies - similar throughout but differing on some key elements. This allows me to have a "good" outcome and a "bad" outcome predicted for various non-party events. </p><p></p><p>The Twin Prophecies agree on one thing, however, and that is Loroth Witchking will become a god. We'll begin to see in the story hour that preventing just such an event is the reason for the whole campaign. Yet it's already been pre-ordained to occur. Gives the party and the world a somewhat defeatist attitude, which is to be expected. We're not nearly at that culmination of Loroth's (second) attempt at Ascension, so we'll just have to kick back and see how it all plays out. Again, I wanted this particular campaign to be mired, somewhat, in hopelessness. The very fact the PC's continue to struggle, despite knowing (possibly) they do so in vain, adds to their heroism.</p><p></p><p>Now, about your third suggestion: the assassin. I blatantly stole George Martin's "Faceless Men" sect from his books, so some readers may recognize parallels.</p><p></p><p>Within Pell there is an organization known as the Melted Brotherhood, or simply the Melters. Despite its name, not all members are male. Assassins from this sect are extremely dangerous, very proficient, and ungodly expensive. Upon finishing various, arduous tasks and being finally accepted into the Brotherhood, would-be assassins have their old personalities "erased".</p><p></p><p>Thus, their physical features are melted - partly by mundane means, and partly by magic. They are forevermore only members of the Melters. What and who they were prior to the time of their naming ritual is forgotten and of no consequence. A bit of a more brutal spin on the French Foreign Legion.</p><p></p><p>At any rate, Melters are rarely used because they are, again, prohibitively expensive to hire. The fact one was used to nail Poridel indicates the accord (and fear) our nefarious agents have/had for the good Tower Sage. We will see more Melters in the future, rest assured.</p><p></p><p>This whole question brings up another point I found interesting within this campaign. I have had to keep track of financial resources for the "bad guys" throughout this process. The party has taken upon themselves, at times, to hit financial nerves of the enemy. As a DM, I have to ensure the benefit of doing so is felt within the game world. We're not at such a point within the story hour, but this campaign becomes very much intertwined with the sad state of politics within Ostia Prim. And, as we know, politics is money.</p><p></p><p>If you can't kill the big baddies, take their coins. That's one method of waging war, and it's one the party has discussed - though not always pursued.</p><p></p><p>Long, rambling answer to a short question. Hope this helps.</p><p></p><p>D</p></blockquote><p></p>
[QUOTE="Destan, post: 1191728, member: 12157"] I'd rather hold off on addressing Ippy's once-trapped souls because some of that info will come out - and be better for it - in the story. I'm unable to address the prophecies question. Let me try to explain why. I decided to use a pair of prophecies as a trick to tie in the party's exploits with some over-arching quest. Pretty common tool, I think. But since I don't know how the party will fare in various adventures, I can't very well write about them beforehand. So I've opted for a cop-out: NPC's constantly speak of these odd prophecies, but mostly "after-the-fact". In other words, the party does what they do, and then I drop hints as if the prophecies stated that is what they would do all along. I've given myself a little more leeway by fabricating two, concurrent prophecies - similar throughout but differing on some key elements. This allows me to have a "good" outcome and a "bad" outcome predicted for various non-party events. The Twin Prophecies agree on one thing, however, and that is Loroth Witchking will become a god. We'll begin to see in the story hour that preventing just such an event is the reason for the whole campaign. Yet it's already been pre-ordained to occur. Gives the party and the world a somewhat defeatist attitude, which is to be expected. We're not nearly at that culmination of Loroth's (second) attempt at Ascension, so we'll just have to kick back and see how it all plays out. Again, I wanted this particular campaign to be mired, somewhat, in hopelessness. The very fact the PC's continue to struggle, despite knowing (possibly) they do so in vain, adds to their heroism. Now, about your third suggestion: the assassin. I blatantly stole George Martin's "Faceless Men" sect from his books, so some readers may recognize parallels. Within Pell there is an organization known as the Melted Brotherhood, or simply the Melters. Despite its name, not all members are male. Assassins from this sect are extremely dangerous, very proficient, and ungodly expensive. Upon finishing various, arduous tasks and being finally accepted into the Brotherhood, would-be assassins have their old personalities "erased". Thus, their physical features are melted - partly by mundane means, and partly by magic. They are forevermore only members of the Melters. What and who they were prior to the time of their naming ritual is forgotten and of no consequence. A bit of a more brutal spin on the French Foreign Legion. At any rate, Melters are rarely used because they are, again, prohibitively expensive to hire. The fact one was used to nail Poridel indicates the accord (and fear) our nefarious agents have/had for the good Tower Sage. We will see more Melters in the future, rest assured. This whole question brings up another point I found interesting within this campaign. I have had to keep track of financial resources for the "bad guys" throughout this process. The party has taken upon themselves, at times, to hit financial nerves of the enemy. As a DM, I have to ensure the benefit of doing so is felt within the game world. We're not at such a point within the story hour, but this campaign becomes very much intertwined with the sad state of politics within Ostia Prim. And, as we know, politics is money. If you can't kill the big baddies, take their coins. That's one method of waging war, and it's one the party has discussed - though not always pursued. Long, rambling answer to a short question. Hope this helps. D [/QUOTE]
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