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Some Ideas, if you please.
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<blockquote data-quote="WizarDru" data-source="post: 797135" data-attributes="member: 151"><p> And this is <strong>exactly</strong> why I ask for ideas. This is simply great. It removes a lot of different abilities at different times and in different areas, fits the logic of the crypts, and what I really love about it is that it's something that isn't immediately noticable, until someone attempts to use their item or spell to do it. It will keep them guessing, which is good.</p><p></p><p></p><p></p><p>Considering that the ST's history, and his current known allegiance, this works extremely well. If the players play their cards right, they'll learn the true identity (or rather, nature) of the Shadow King, and why he was and was not the Taker's original master. The idea that he's ready to move Pelor's Pyre off-plane before Dravot and his companions can get to it is even better. It adds urgency and incentive.</p><p></p><p>Dravot has already realized that the party needs more power if they're to handle the ever-increasing threat of beasties they've been facing...and that Zira was questing after one such artifact, the Light of Reason...a lamp lit from the fire of Pelor's Pyre. The idea that they could lose it if they wait too long makes the adventure more ardous, as they can't afford to retreat and rest much, if at all.</p></blockquote><p></p>
[QUOTE="WizarDru, post: 797135, member: 151"] [B][/b] And this is [b]exactly[/b] why I ask for ideas. This is simply great. It removes a lot of different abilities at different times and in different areas, fits the logic of the crypts, and what I really love about it is that it's something that isn't immediately noticable, until someone attempts to use their item or spell to do it. It will keep them guessing, which is good. [b][/b] Considering that the ST's history, and his current known allegiance, this works extremely well. If the players play their cards right, they'll learn the true identity (or rather, nature) of the Shadow King, and why he was and was not the Taker's original master. The idea that he's ready to move Pelor's Pyre off-plane before Dravot and his companions can get to it is even better. It adds urgency and incentive. Dravot has already realized that the party needs more power if they're to handle the ever-increasing threat of beasties they've been facing...and that Zira was questing after one such artifact, the Light of Reason...a lamp lit from the fire of Pelor's Pyre. The idea that they could lose it if they wait too long makes the adventure more ardous, as they can't afford to retreat and rest much, if at all. [/QUOTE]
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