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An undead invasion topples civilization, then what?
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<blockquote data-quote="Mr. Draco" data-source="post: 1623358" data-attributes="member: 521"><p><em>Conanb:</em> I like the idea of Death still walking the world in mortal guise and a showdown with Death being a kind of culminating scene for the campaign. Although I'm not sure just how to stat Death's mortal guise, nor am I sure how he could be beaten. And the mini-bbegs idea is certainly tempting <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":-)" title="Smile :-)" data-smilie="1"data-shortname=":-)" /></p><p></p><p><em>Jerichothebard: </em>What's Midnight like? I thought it was more of a campaign setting with no hope for victory (whereas I'd like this one to be "winable" by the PCs). Although I could be far off the mark, I haven't actually read any Midnight stuff, I've just heard fairly vague things about it.</p><p></p><p><em>Torm: </em>I'm not too sure about the blotting-out-the-sun idea. I was kinda thinking of the undead armies as a passive sort of force (they're not doing much plotting on their own, and very few intelligent undead exist).</p><p></p><p><em>Fieari: </em>I'm glad you like it, and you raise a very interesting question, namely just how Havendash is supposed to repent for the sins. Perhaps Havendash has to "set things right" so to speak. As an example, say person number 1 was a thief, then perhaps Havendash has to find/obtain morally/recreate the items the thief stole and return them to their rightful owner (or his/her descendants, or whomever would now rightfully own the items in question). Though this method still has the problems of what to do for other sins (i.e.- how do you "set things right" for a murder?)</p><p></p><p><em>Darklight: </em>I definately like the idea of PCs spreading word about magic. I'm pretty sure they'll start doing that on their own, but even if they don't, word will get around with the tribes that these people (only one tribe knows they are the heroes from the prophecy, or even about the prophecy for that matter, at the beginning) are doing the impossible, and crowds/diciples will likely gather when they know the PCs are going to be in a place at a given time.</p><p> I like the idea of Death and Havendash being the two most powerful entities, and the moral questions involved with helping one against the other. But I'm not so sure about making all remaining people liches, it seems like that would be more of just blantantly defying Death's will for the sake of defying Death's will. Likewise, I'm not sure if Death is merely after Havendash's life (or rather un-life). I think from Death's point of view, thie is all about teaching the mortals a lesson alongside punishing Havendash. Perhaps Death is also after the PCs to a degree once he discovers that they've been ressurected? After all, they are then still guilty of circumventing his power. Or were they even supposed to die at Ironwall? Perhaps in the grand cosmic scheme of things Havendash was supposed to give up his sould a thousand years ago, and that would mean that the PCs (along with everyone else) were killed and are in the afterlife, but still haven't lived out their full, alotted, lives. That would put a second side to the Death issue, perhaps he has to take people when their time is up, but he isn't supposed to take them <em>before</em> their time is up. That gives me images of the PCs ressurecting all of those who've died because of Death's armies as a sort of apocalyptic battle between the forces of life and death to drive off Death. Although the idea of convincing Havendash do give up his unlife, or, more likely, finding a way for him to lift his curse, and <em>then</em> convincing him to give up his unlife has an appeal of its own as well.</p><p></p><p><em>Elder-Basilisk:</em> Now I LIKE the idea of the undead armies existing to destroy all that was accomplished through Havendash's power and leadership. Consider that adopted. Perhaps they also serve the purpose of eradicating even Havendash's memory? That would give them a reason to still be around as I'd like to keep them, and Death, in the picture as the main obstacles, but I definately like the idea of Havendash not even being allowed to name himself except as "Death's Doomed Herald" or perhaps the "Doomed Herald" for something a bit shorter. In any case, I'm pretty much set on having the campaign focus around the undead/Death.</p><p></p><p><em>Shilsen:</em> <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":-P" title="Stick out tongue :-P" data-smilie="7"data-shortname=":-P" /></p><p></p><p><em>Dogbrain:</em> I'm definately going to go for the Death acting as a neutral force bit. I'm not sure about the idea of intelligent undead setting up "kingdoms" if you will. It sounds interesting, but I'm wary of having it turn into "just another fantasy setting, except the kings are all vampires/ghosts/etc..." I'd like it to have an overall darker, more chaotic, feel to it, rather than the structure that so many smaller "kingdoms" would necessarily have.</p><p> As for the Death cults, consider it done <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":-)" title="Smile :-)" data-smilie="1"data-shortname=":-)" /> Excellent idea.</p><p></p><p><em>Sukael:</em> I really like this idea, although I haven't seen the Sandman series. Perhaps you could elaborate a bit?</p><p></p><p></p><p></p><p>One thing I haven't decided yet is whether the populace was aware that the Lord Havendash never died. If the populace knew about his deal before Death came back to claim him, that would raise the question of why weren't they worried about it? But, if they didn't, and perhaps they thought that Havendash was long dead (but really he had changed form every 60 years or so to appear slightly different and act as his "successor") how would the survivors have found out about his deal? (because the survivors definately have to know) Perhaps if Havendash was really changing form every 60 years, that would make him a wizard or sorcerror? And after a thousand year reprieve without magic, he's starting to feel his powers returning to him? Perhaps he even found some ways to act indirectly from under his curse to oppose Death's armies?</p></blockquote><p></p>
[QUOTE="Mr. Draco, post: 1623358, member: 521"] [i]Conanb:[/i] I like the idea of Death still walking the world in mortal guise and a showdown with Death being a kind of culminating scene for the campaign. Although I'm not sure just how to stat Death's mortal guise, nor am I sure how he could be beaten. And the mini-bbegs idea is certainly tempting :-) [i]Jerichothebard: [/i]What's Midnight like? I thought it was more of a campaign setting with no hope for victory (whereas I'd like this one to be "winable" by the PCs). Although I could be far off the mark, I haven't actually read any Midnight stuff, I've just heard fairly vague things about it. [i]Torm: [/i]I'm not too sure about the blotting-out-the-sun idea. I was kinda thinking of the undead armies as a passive sort of force (they're not doing much plotting on their own, and very few intelligent undead exist). [i]Fieari: [/i]I'm glad you like it, and you raise a very interesting question, namely just how Havendash is supposed to repent for the sins. Perhaps Havendash has to "set things right" so to speak. As an example, say person number 1 was a thief, then perhaps Havendash has to find/obtain morally/recreate the items the thief stole and return them to their rightful owner (or his/her descendants, or whomever would now rightfully own the items in question). Though this method still has the problems of what to do for other sins (i.e.- how do you "set things right" for a murder?) [i]Darklight: [/i]I definately like the idea of PCs spreading word about magic. I'm pretty sure they'll start doing that on their own, but even if they don't, word will get around with the tribes that these people (only one tribe knows they are the heroes from the prophecy, or even about the prophecy for that matter, at the beginning) are doing the impossible, and crowds/diciples will likely gather when they know the PCs are going to be in a place at a given time. I like the idea of Death and Havendash being the two most powerful entities, and the moral questions involved with helping one against the other. But I'm not so sure about making all remaining people liches, it seems like that would be more of just blantantly defying Death's will for the sake of defying Death's will. Likewise, I'm not sure if Death is merely after Havendash's life (or rather un-life). I think from Death's point of view, thie is all about teaching the mortals a lesson alongside punishing Havendash. Perhaps Death is also after the PCs to a degree once he discovers that they've been ressurected? After all, they are then still guilty of circumventing his power. Or were they even supposed to die at Ironwall? Perhaps in the grand cosmic scheme of things Havendash was supposed to give up his sould a thousand years ago, and that would mean that the PCs (along with everyone else) were killed and are in the afterlife, but still haven't lived out their full, alotted, lives. That would put a second side to the Death issue, perhaps he has to take people when their time is up, but he isn't supposed to take them [i]before[/i] their time is up. That gives me images of the PCs ressurecting all of those who've died because of Death's armies as a sort of apocalyptic battle between the forces of life and death to drive off Death. Although the idea of convincing Havendash do give up his unlife, or, more likely, finding a way for him to lift his curse, and [i]then[/i] convincing him to give up his unlife has an appeal of its own as well. [i]Elder-Basilisk:[/i] Now I LIKE the idea of the undead armies existing to destroy all that was accomplished through Havendash's power and leadership. Consider that adopted. Perhaps they also serve the purpose of eradicating even Havendash's memory? That would give them a reason to still be around as I'd like to keep them, and Death, in the picture as the main obstacles, but I definately like the idea of Havendash not even being allowed to name himself except as "Death's Doomed Herald" or perhaps the "Doomed Herald" for something a bit shorter. In any case, I'm pretty much set on having the campaign focus around the undead/Death. [i]Shilsen:[/i] :-P [i]Dogbrain:[/i] I'm definately going to go for the Death acting as a neutral force bit. I'm not sure about the idea of intelligent undead setting up "kingdoms" if you will. It sounds interesting, but I'm wary of having it turn into "just another fantasy setting, except the kings are all vampires/ghosts/etc..." I'd like it to have an overall darker, more chaotic, feel to it, rather than the structure that so many smaller "kingdoms" would necessarily have. As for the Death cults, consider it done :-) Excellent idea. [i]Sukael:[/i] I really like this idea, although I haven't seen the Sandman series. Perhaps you could elaborate a bit? One thing I haven't decided yet is whether the populace was aware that the Lord Havendash never died. If the populace knew about his deal before Death came back to claim him, that would raise the question of why weren't they worried about it? But, if they didn't, and perhaps they thought that Havendash was long dead (but really he had changed form every 60 years or so to appear slightly different and act as his "successor") how would the survivors have found out about his deal? (because the survivors definately have to know) Perhaps if Havendash was really changing form every 60 years, that would make him a wizard or sorcerror? And after a thousand year reprieve without magic, he's starting to feel his powers returning to him? Perhaps he even found some ways to act indirectly from under his curse to oppose Death's armies? [/QUOTE]
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