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[ZEITGEIST] The Continuing Adventures of Korrigan & Co.
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<blockquote data-quote="gideonpepys" data-source="post: 6124486" data-attributes="member: 79141"><p><strong>Expanding the Vault 2</strong></p><p></p><p>Most of the details I added to the vault are apparent from the last session report (71).</p><p></p><p>There really isn't all that much to say, as it looks like the players may circumvent one of the coolest elements I added, which is fine, because I'll make it nastier and save it for when they come back here.</p><p></p><p>Also, I altered various ideas as we went along in response to what the group did (so when they began arguing about demon pacts, I offered them a means to resolve this in the shape of angelic creatures I had intended to be nothing more than a weird bit of set dressing).</p><p></p><p>The quick version of what I added is:</p><p></p><p><strong>3. Unholy Arms & Armour</strong> - Looted (natch). No change there.</p><p><strong>4. Blasphemous Artwork</strong> - Intact, thanks to a fiendishly nasty creature/trap based on the Lady of Thorns Dreamblade mini. Once activated, this near-indestructible thing attacks every defense of every creature within 10 squares, causing 1d10+2 damage with each hit. In the chamber is a huge stained-glass window that causes magical light to refract and 'restrain' each of the artworks on display. But the magical light-source has gone out, so the artwork is unbound. Taking a tour around this gallery is detrimental to a players' health (even if the Lady of Thorns is deactivated, through a blood sacrifice into her offering bowl). The artwork is capable of corrupting, dementing and influencing a viewer. At the heart of the stained-glass window (depicting Saint Augustyn) is a 'necklace' - actually a piece of stained glass depicting a necklace - which can/could be used to open the prison of Ashima-Shimtu.</p><p><strong>5. Accursed Items</strong> - Trashed & Looted, except for a Bottled Quasit hidden under a fallen masonry slab. A little demon that may or may not help its new 'master'. (Now that Uru has recanted his demon pact wee Tokolosh will probably betray him.)</p><p><strong>6. Afflicted Innocents </strong>- This remains sealed and undisturbed needs all three 'key items' to open. Within are children afflicted with an infernal curse similar to lycanthropy. They will not manifest any symptoms until 'rescued' whereupon, they will reintroduce the disease/curse to the world. (The players will hear reports of this happening from Flint.) Or, if the players choose not to help (having grown suspicious or diagnosed the condition) the children attack and try to infect them.</p><p><strong>7. Damned Souls.</strong> Released and 'consumed' by Gene, except for one Lying Ghost who tries to misdirect the party in whichever way seems most plausible/suitable at the time. (+20 bluff check, which he fluffed in my game.)</p><p><strong>8. Beasts of the Infernal Horde.</strong> Sealed. If the players are dumb enough to open this, my plan was to have a number of insane minis on hand - glabrezu, hezrou, etc. They rush the door, damaging the PCs in the process, head for the surface and escape. Simples! (More worrying reports and potential sidequests.)</p><p><strong>9. Prison of Ashima-Shimtu.</strong> No change here, except the players <em>think</em> they need three key items, but they don't because Gene has smashed the wards. Only one remains - the surge sacrifice as written in the adventure. (In my game the players came here before braving the Lady of Thorns. *<em>Sigh.*</em>)</p><p></p><p>That was it, really. A few combat encounters, some straightforward exploration with a few added points of interest, a couple of traps, and Ashima-Shimtu's personalized bargains. It actually turned out quite nicely!</p></blockquote><p></p>
[QUOTE="gideonpepys, post: 6124486, member: 79141"] [b]Expanding the Vault 2[/b] Most of the details I added to the vault are apparent from the last session report (71). There really isn't all that much to say, as it looks like the players may circumvent one of the coolest elements I added, which is fine, because I'll make it nastier and save it for when they come back here. Also, I altered various ideas as we went along in response to what the group did (so when they began arguing about demon pacts, I offered them a means to resolve this in the shape of angelic creatures I had intended to be nothing more than a weird bit of set dressing). The quick version of what I added is: [B]3. Unholy Arms & Armour[/B] - Looted (natch). No change there. [B]4. Blasphemous Artwork[/B] - Intact, thanks to a fiendishly nasty creature/trap based on the Lady of Thorns Dreamblade mini. Once activated, this near-indestructible thing attacks every defense of every creature within 10 squares, causing 1d10+2 damage with each hit. In the chamber is a huge stained-glass window that causes magical light to refract and 'restrain' each of the artworks on display. But the magical light-source has gone out, so the artwork is unbound. Taking a tour around this gallery is detrimental to a players' health (even if the Lady of Thorns is deactivated, through a blood sacrifice into her offering bowl). The artwork is capable of corrupting, dementing and influencing a viewer. At the heart of the stained-glass window (depicting Saint Augustyn) is a 'necklace' - actually a piece of stained glass depicting a necklace - which can/could be used to open the prison of Ashima-Shimtu. [B]5. Accursed Items[/B] - Trashed & Looted, except for a Bottled Quasit hidden under a fallen masonry slab. A little demon that may or may not help its new 'master'. (Now that Uru has recanted his demon pact wee Tokolosh will probably betray him.) [B]6. Afflicted Innocents [/B]- This remains sealed and undisturbed needs all three 'key items' to open. Within are children afflicted with an infernal curse similar to lycanthropy. They will not manifest any symptoms until 'rescued' whereupon, they will reintroduce the disease/curse to the world. (The players will hear reports of this happening from Flint.) Or, if the players choose not to help (having grown suspicious or diagnosed the condition) the children attack and try to infect them. [B]7. Damned Souls.[/B] Released and 'consumed' by Gene, except for one Lying Ghost who tries to misdirect the party in whichever way seems most plausible/suitable at the time. (+20 bluff check, which he fluffed in my game.) [B]8. Beasts of the Infernal Horde.[/B] Sealed. If the players are dumb enough to open this, my plan was to have a number of insane minis on hand - glabrezu, hezrou, etc. They rush the door, damaging the PCs in the process, head for the surface and escape. Simples! (More worrying reports and potential sidequests.) [B]9. Prison of Ashima-Shimtu.[/B] No change here, except the players [I]think[/I] they need three key items, but they don't because Gene has smashed the wards. Only one remains - the surge sacrifice as written in the adventure. (In my game the players came here before braving the Lady of Thorns. *[I]Sigh.*[/I]) That was it, really. A few combat encounters, some straightforward exploration with a few added points of interest, a couple of traps, and Ashima-Shimtu's personalized bargains. It actually turned out quite nicely! [/QUOTE]
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