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Adventure Ideas for Fixing a Religious Schism!
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<blockquote data-quote="Graf" data-source="post: 3881568" data-attributes="member: 3087"><p>I think you have the gist of it right here. Personally my only concern would be that this pushes you toward a political impasse where nothing happens. It's relatively easy to get fights, but players may enjoy fights against eviler evil (so to speak).</p><p></p><p>Some off hand suggestions:</p><p>In and of itself the warhammer world doesn't have a problem with being able to detect evil... it just has to have an appropriate price. A simple suggestion would be for the cup (or whatever the item is) is to be used by both parties (i.e. the investigating PC and the suspected) if the person is untainted/living then everything's just peachy Otherwise the PC is exposed to madness or death energies. So the device works, in principal, but there is both cost and uncertainty. If you can't tell if the original person is 'really' possessed, then can you tell if the other drinker is?</p><p>Naturally you'd only use the cup (or whatever) if you were convinced the person in question wasn't filled-with-evil or if you could handle being exposed to whatever force converted them.</p><p></p><p>Personally, given a choice between A and B I would always try to find an interesting C. In this case his holiness was brought back from the dead but due to some trick (he hid part of his soul in some nick-nak) he's not completely consumed by evil.</p><p>A hypothetical story would be something like....</p><p></p><p>a) the PCs fight with the anti-Old Grand Theogonist group; the group tries to incapacitate them instead of kill them (hopefully the PCs do the same)</p><p>b) they get some sort of significant aid from the pro-Old Grand Theogonist group. Since they're more optimistic they're uch cooler to be around and much nicer people. (this being Warhammer the nice optimistic people are also wrong and dooming their world but that still makes them very agreeable)</p><p>c) the PCs meet the Old Grand Theogonist; and fend off an assassination attempt by powerful and vicious agents of chaos. It's a big fight, people die, the Old Grand Theogonist's holy aura is a "big deal" in the fight (i.e. it lets the PCs strike through the monsters armor like it isn't there, or blinds them so that their horrible attacks don't hit the PCs too often).</p><p>d) The PCs do the test. This is motivated by a certain amount of any of the following</p><p> 1) inertia (they're with the Old Grand Theogonist, they've got the doodad, his followers all believe in him, he just saved them from evilness)</p><p> 2) genuine beleif that he's the real deal</p><p> 3) he's got lots of magical power, the PCs might as well feel that even if he's not being totally truthful he's better off in their camp (aka the pragmatic approach)</p><p>e) the dude seems to pass with flying colors, the PC doesn't remember the test clearly but she seems fine afterward; the PCs get some sort of magical item reward, discussion of a new adventure*; the credits start rolling then when the PCs start out... </p><p>f) Suddenly it's an an ambush!! One of the trusted advisors of the Old Grand Theogonist uses some kind of anti-chaos magic on the PC priest of Sigmar and she's totally messed up. And the assassins try to killed the PCs. But the PCs are really tough and manage to escape.</p><p>g) they hear rumors that they've been killed by the anti-Old Grand Theogonist faction (the guys who attacked in a). The newly politically energized Old Grand Theogonist starts a purge of the "anti-social elements..." the PC feels really sick and is having terrible disurbing dreams, she can't remember what happened at the test at all now. Right before she wakes up she remembers the Old Grand Theogonist giving a battered notebook to a horrible rat-creature and saying "I can not crush her completely. The soul spark still prevents me. Take the book from the city, take it east, so long as it remains beyond the lands of man our victory is assured".</p><p></p><p>Obviously I'm y) just riffing z) don't know much about Warhammer.</p><p>Some general thoughts... every other letter is a fight, which should be enough to satisfy even the most bloodthirsty group (they'll want rest time anyway since Warhammer is stingy with healing IIRC).</p><p>A lot of the roleplaying doesn't have to be very long. The PCs get to make important decisions; but there isn't much politicking really (you can always add a bit in if it looks like they want it). Personally I would handle the dreams and tests with handouts. After the test begins "you wake up a few hours later <gives PC piece of paper explaining what they remember and don't". Same thing with the dream.</p><p></p><p>All of the fights "matter", in the sense that there are story elements involved. a) may appear a bit egregious at first, but 1) the PCs may be able to get help from the anti-Old Grand Theogonist faction later 2) it will give them a basis to realize that the assassins who are attacking them in f) aren't really the anti-Old Grand Theogonist faction (they don't do something like beg forgiveness before attacking, or are obviously mercenaries, or what have you) 3) fighting with people who are trying to disable or capture you is a bit different than fighting to the death.... it should be a good contrast with the later more vicious fights.</p><p></p><p>the * in e) is your escape hatch... if the PCs are totally sick of it or really want something else then.... you just start off on the new adventure. Maybe the Old Grand Theogonist is still evil but the PC in question can't remember.</p><p></p><p>Just riffing. YMMV.</p></blockquote><p></p>
[QUOTE="Graf, post: 3881568, member: 3087"] I think you have the gist of it right here. Personally my only concern would be that this pushes you toward a political impasse where nothing happens. It's relatively easy to get fights, but players may enjoy fights against eviler evil (so to speak). Some off hand suggestions: In and of itself the warhammer world doesn't have a problem with being able to detect evil... it just has to have an appropriate price. A simple suggestion would be for the cup (or whatever the item is) is to be used by both parties (i.e. the investigating PC and the suspected) if the person is untainted/living then everything's just peachy Otherwise the PC is exposed to madness or death energies. So the device works, in principal, but there is both cost and uncertainty. If you can't tell if the original person is 'really' possessed, then can you tell if the other drinker is? Naturally you'd only use the cup (or whatever) if you were convinced the person in question wasn't filled-with-evil or if you could handle being exposed to whatever force converted them. Personally, given a choice between A and B I would always try to find an interesting C. In this case his holiness was brought back from the dead but due to some trick (he hid part of his soul in some nick-nak) he's not completely consumed by evil. A hypothetical story would be something like.... a) the PCs fight with the anti-Old Grand Theogonist group; the group tries to incapacitate them instead of kill them (hopefully the PCs do the same) b) they get some sort of significant aid from the pro-Old Grand Theogonist group. Since they're more optimistic they're uch cooler to be around and much nicer people. (this being Warhammer the nice optimistic people are also wrong and dooming their world but that still makes them very agreeable) c) the PCs meet the Old Grand Theogonist; and fend off an assassination attempt by powerful and vicious agents of chaos. It's a big fight, people die, the Old Grand Theogonist's holy aura is a "big deal" in the fight (i.e. it lets the PCs strike through the monsters armor like it isn't there, or blinds them so that their horrible attacks don't hit the PCs too often). d) The PCs do the test. This is motivated by a certain amount of any of the following 1) inertia (they're with the Old Grand Theogonist, they've got the doodad, his followers all believe in him, he just saved them from evilness) 2) genuine beleif that he's the real deal 3) he's got lots of magical power, the PCs might as well feel that even if he's not being totally truthful he's better off in their camp (aka the pragmatic approach) e) the dude seems to pass with flying colors, the PC doesn't remember the test clearly but she seems fine afterward; the PCs get some sort of magical item reward, discussion of a new adventure*; the credits start rolling then when the PCs start out... f) Suddenly it's an an ambush!! One of the trusted advisors of the Old Grand Theogonist uses some kind of anti-chaos magic on the PC priest of Sigmar and she's totally messed up. And the assassins try to killed the PCs. But the PCs are really tough and manage to escape. g) they hear rumors that they've been killed by the anti-Old Grand Theogonist faction (the guys who attacked in a). The newly politically energized Old Grand Theogonist starts a purge of the "anti-social elements..." the PC feels really sick and is having terrible disurbing dreams, she can't remember what happened at the test at all now. Right before she wakes up she remembers the Old Grand Theogonist giving a battered notebook to a horrible rat-creature and saying "I can not crush her completely. The soul spark still prevents me. Take the book from the city, take it east, so long as it remains beyond the lands of man our victory is assured". Obviously I'm y) just riffing z) don't know much about Warhammer. Some general thoughts... every other letter is a fight, which should be enough to satisfy even the most bloodthirsty group (they'll want rest time anyway since Warhammer is stingy with healing IIRC). A lot of the roleplaying doesn't have to be very long. The PCs get to make important decisions; but there isn't much politicking really (you can always add a bit in if it looks like they want it). Personally I would handle the dreams and tests with handouts. After the test begins "you wake up a few hours later <gives PC piece of paper explaining what they remember and don't". Same thing with the dream. All of the fights "matter", in the sense that there are story elements involved. a) may appear a bit egregious at first, but 1) the PCs may be able to get help from the anti-Old Grand Theogonist faction later 2) it will give them a basis to realize that the assassins who are attacking them in f) aren't really the anti-Old Grand Theogonist faction (they don't do something like beg forgiveness before attacking, or are obviously mercenaries, or what have you) 3) fighting with people who are trying to disable or capture you is a bit different than fighting to the death.... it should be a good contrast with the later more vicious fights. the * in e) is your escape hatch... if the PCs are totally sick of it or really want something else then.... you just start off on the new adventure. Maybe the Old Grand Theogonist is still evil but the PC in question can't remember. Just riffing. YMMV. [/QUOTE]
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