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Calimshan Campagin: The Paladin's Tomb
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<blockquote data-quote="Derulbaskul" data-source="post: 5162326" data-attributes="member: 1581"><p>A lawful good paladin in Calimshan is likely to have worshipped Anachtyr, a Calishite deity later absorbed into Tyr. Tyr was slain at the beginning of the Spellplague so, if you're playing in the canon version of FR4E, he's dead which is rather handy if you want to corrupt his tomb.</p><p></p><p>The rest of my post is based on the paladin being a follower of Tyr and Tyr being dead.</p><p></p><p>One of Tyr's preferred manifestations as noted in <em>Faiths & Avatars</em> is the sound of a gong. He is also noted for his blindness and for missing a hand. I would suggest that any traps you choose to incorporate include thunder damage from the sound of a gong, radiant damage and blindness (save ends) from blinding light and traps for "wayward hands" (while this can't be precisely modelled in 4E, perhaps a weakness effect with a penalty to hit to reflect the damage to the hand).</p><p></p><p>Hmmm, as I read the section in <em>Faiths & Avatars</em> I am wondering whether at least one trap should require the party to be blind (temporarily) before they can pass a certain wards? There would need to be clues of course, preferably something tied to Tyr's dogma.</p><p></p><p>The fact that Tyr is dead might also suggest that many of his followers are now restless in death. I would have a few mummified paladins rise up if their tombs are defiled by the party!</p><p></p><p>I also agree about including desert creatures. As it is set in Calimshan I think it's probably obligatory to include at least one encounter with a genie: I like the idea that the Twisted Rune summoned a band of dao (earth genies) to drag the tomb further beneath the earth. That also allows you to have some other encounters on the way down.</p><p></p><p>Oh, and include an undead dao as one of your monster encounters. Perhaps he can be the "boss" guardian of the sword that you mentioned.</p></blockquote><p></p>
[QUOTE="Derulbaskul, post: 5162326, member: 1581"] A lawful good paladin in Calimshan is likely to have worshipped Anachtyr, a Calishite deity later absorbed into Tyr. Tyr was slain at the beginning of the Spellplague so, if you're playing in the canon version of FR4E, he's dead which is rather handy if you want to corrupt his tomb. The rest of my post is based on the paladin being a follower of Tyr and Tyr being dead. One of Tyr's preferred manifestations as noted in [I]Faiths & Avatars[/I] is the sound of a gong. He is also noted for his blindness and for missing a hand. I would suggest that any traps you choose to incorporate include thunder damage from the sound of a gong, radiant damage and blindness (save ends) from blinding light and traps for "wayward hands" (while this can't be precisely modelled in 4E, perhaps a weakness effect with a penalty to hit to reflect the damage to the hand). Hmmm, as I read the section in [I]Faiths & Avatars[/I] I am wondering whether at least one trap should require the party to be blind (temporarily) before they can pass a certain wards? There would need to be clues of course, preferably something tied to Tyr's dogma. The fact that Tyr is dead might also suggest that many of his followers are now restless in death. I would have a few mummified paladins rise up if their tombs are defiled by the party! I also agree about including desert creatures. As it is set in Calimshan I think it's probably obligatory to include at least one encounter with a genie: I like the idea that the Twisted Rune summoned a band of dao (earth genies) to drag the tomb further beneath the earth. That also allows you to have some other encounters on the way down. Oh, and include an undead dao as one of your monster encounters. Perhaps he can be the "boss" guardian of the sword that you mentioned. [/QUOTE]
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