[Campaign Help] Demons, Mind Flayers, Psionics, Olde Godsand new plot hooks!

Angelsboi

First Post
Ok in my campaign, there were 13 Olde Gods were put to sleep ... aw hell. Heres the full story.

Mythic History
The Olde Gods created the world Ulithelid’s inhabtants in their own image. It was dark times, both literally and figuratively. The Illithiads ruled the surface of the world and their pets, the humans, were their toys and slaves. Some escaped and went on to become savage fighters of the Illithiads and some died. The new gods came and a divine battle broke out over new rulers and morality. While in the Outer Planes the fight only took a little bit, many, many years passed on Ulithelid.

The humans began worshipping the new gods because they looked human and they needed to be saved from their monsterous masters and gods. After the devastating battle, the olde gods were banished, driven away from Ulithelid and Morpheus and Arichoe were the one survivors. The other gods that came with them had died. Morpheus placed the Illithiads into a deep, deep slumber and Arichoe wove a hole in the planet and stuck them their so they would never rise and terrorize the humans again.

The humans were abandoned by the olde gods and all the new gods except Morpheus and Arioche, but they were now free. Morpheus and Arioche did their best to to bring the world to light and life. The Lord of Sleep and Dreams and his Spider Queen. But they were not together, merely friends. Arioche started to get jealous of Morpheus as he started gathering worshippers. Her Divinity was granted, not inherited and she didn’t want to take orders from him, so she left to scour the world. Dwarves, Elves, Gnomes, Humans and some hafling worshippers, followed her into the dark Underground were they became corrupted and she started to hand out Divinity to those who pleased her. They all started resenting the surface dwellers.

Arioche and Morpheus both created new pantheons and the world, as it always happens, evolved and all was fine … for a while.

Past History
About 1000 years ago, a large meteor crashed on the northeastern section of the continent Rysil. Those in Zodicia (founded and named after Morpheus left the Material Plane), sought to discover what it was and what secrets it might hold. The impact was so hard (and the metor was so huge) that the site was now surrounded by mountains. A small part of the continent broke off during the meteor crash, forming an island named The Isle of Nod. It was thus named because of rumors abound about a mystic portal to Morpheus’ home.

The meteor had a strange metal in it called Xenolemat. It was an odd silver colored metal with various multicolored crystals growing on it. It became widely used in the kingdom of Zodicia, because that was the only kingdom at the time. Then came Project: Infusium. The scientists and scholars of Zodicia discovered this rare and unique metal had mystic properties and wasn’t harmful but very beneficial. To certain people at least.

Those who were exposed during Project: Infusium, started gaining powers of the mind and harnessing powers within one of the six colored gems found in the metal. After studying the crystalline structure of the metal, they renamed it: Xenocrystalanium. The scientists began infusing people with a liquid concentrate of the Xenocrystalanium. Those infused gained the ability to cast spells spontaneously, unlike mages who had to study. The jealousy of the mages started to rise. They had to study long hours and these upstarts had power at their fingertips. They also grew to despise those with mind powers as they didn’t need to study either.

To stop anything from happening, the newly named Sorcerrers and Psions, left Zodicia and left for the swamps to the southeast of Rysil. After passing through them, they discovered luscious plains and founded their own country using the Darkenmire Swamp as a boarder. It was named Gemordia.

Meanwhile, the scientists split into two groups. One who wanted to continue the research of various races and Xenocrystalanium. The other group thought it was a bad idea. The Twelve (a council who rules Zodicia, but no one has seen as they have messengers) ruled they had seen and heard enough. They forbade the use of the crystal metal. With that, one group of scientists and scholars left to the plains beyond the mountains to the west of Zodicia and founded their own kingdom, Figaro. Ten years after its founding, due to some bad experiments, Figaro became a desert wasteland. The other group became very bitter and started cursing the Twelve and their city. They left to head to the site of the meteor crash and were never heard from again.

Recent Past
Within the past 150 years, Zodicia has heard and felt from a new matriarchy where they meteor crashed. They call themselves the Machine Empire. They haved developed unique forms of technology, steam and magick. They are called Machteam (mash-team) and Magitek (magi-tech). They have sent warriors made of metal and warriors with unique weapon creations to Zodicia, but the kingdom of Figaro has come to its founding city’s aid. Figaro scientists say it’s the one of the original group of scientists who left for the meteor site and they are now hording and using the metal.

Gemordia has stayed neutral as both the Machine Empire and Figaro don’t trust them. The Machine Empire doesn’t trust them because they know what they are capable of and their full capacity for power. Figaro doesn’t trust them because they too know their full capacity for power, but don’t know where they stand. They could make powerful allies … or deadly enemies.


Well now the PCs have faced a psychotic farmer who had a strange and alien temple underneath his house. They deciphered his diary (that was written in Undercommon) and found out he was worshipping something alien and they found body parts harvested from several people and the last was a young girl who resembled what would be a 1/2 mind flayer (but they are considered fairy tales).

The PCs are about to go to a house and discover a 1/2 fiendish black dragon there, an ancestoral bloodline of a family named Gentry (the psychotic farmer lived 2 days away from this city and he's known as 'Old Man Gentry'), and a portal being rebuilt in the hidden depths of the family cemetary (there is a dust mephit and a cloaker along with various other 'otherworldy' creatures.

I guess my question is ... im stumped in my campaign. I can tell you this farmer is trying to bring back his Master (an Olde God who is communicating from its slumber) and the manor at which they will be arriving at tomorrow, a group of teenagers are there and one is a Gentry. His great grandfather is possessing him so he can open up the hellish portal.

so ...

1) What do i do with this campaign?

2) How should this portal become activated?

3) I need to get rid of their kobold NPC Sorcerer (in a way so she can come back later).

4) If the portal gets reactivated (i have a clue how), what should i make them roll to avoid getting sucked in?
 
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Re: Demons, Mind Flayers, Psionics and Cheesed off Olde Gods

Angelsboi said:

1) What do i do with this campaign?

Hmm- you could have the Spider Queen betray the Lord of Sleep and work to reawaken the Old Gods- in hopes of being welcomed among them.

2) How should this portal become activated?

Perhaps it requires a command to be spoken in the "language" of the mind flayers- since they are asleep.. a Psion would need to be found to see if he could open it.

3) I need to get rid of their kobold NPC Sorcerer (in a way so she can come back later).

err.. who? Just have her run away, or use #4:

4) If the portal gets reactivated (i have a clue how), what should i make them roll to avoid getting sucked in?

Well, if they are too close to the immediate area when it opens- a reflex save to get out of the way.

After that, then they would need to hold on to something to keep from being sucked in- so a Str check.

FD
 


OK, so, the PCs discovered that they inadvertantly helped a process along and that a portal to the abyss exists outside a small town in a family crypt. The bloodline has had a history of traficking with daemons.

Well now they are on their way to one of three places; Aphis, Oread and Avernus.

Name: Aphis Size: Large Town Population: 3.112
GP Limit: 3.000 GP Assets: 466.500
Active Guards: 311 Constable: Highest Warrior
Power Center(s): Duke Stry Fennario – Psi Warrior (Magical)
Power Center Alignment(s): LN
Power Center(s) Authority: Middling
Power Center(s) Rule: Popular
Citizen Alignment(s): LN
Features: Stry Fennario rules the town of Aphis much like the military. If you are weak, you have no place here. Most mages that come from here are battle mages and tend to be just as tough as the fighters. Stry poses as a High Mage who is now a fighter. No one knows his true secret of being a Psi Warrior.
NPCs of Note: Duke Fennario (Psi Warrrior 14),

Name: Avernus Size: Small Town Population: 1.300
GP Limit: 800 GP Assets: 104.000
Active Guards: 130 Constable: Highest Level Fighter
Power Center(s): Senator Hiral Wright (Conventional)
Power Center Alignment(s): CN
Power Center(s) Authority: Assured
Power Center(s) Rule: Popular
Citizen Alignment(s): CN
Features: The wildly chaotic town of Avernus explains everything from ‘Reversal of Roles Day’ to ‘Topsy Turvey Day’. Not much can be said about this town except the chaotic citizens love their chaotic leader. Some houses have added floors going no where and doors within doors within windows. Nothings is for certain in this strange little town.
NPCs of Note: Senator Wright (Expert 10, Aristocrat 5)

Name: Oread Size: Large City Population: 16.754
GP Limit: 40.000 GP Assets: 33.500.000
Active Guards: 1.675 Constable: Highest Warrior
Power Center(s): Mayor Wilkens (Conventional), Brother Francisco (Magical), The 5 Justices (Nonstandard)
Power Center Alignment(s): Mayor – LE, Brother Francisco – NG, The 5 Justices - NE
Power Center(s) Authority: Mayor - Middling, Brother Francisco - Tense, The 5 Justices - Assured
Power Center(s) Rule: Mayor - Coerced, Brother Francisco - Popular, The 5 Justices - Coerced
Citizen Alignment(s): NE and NG
Features: The town of justice is what Oread is known for. But lately, its become quite corrupt. The 5 Justices known for Truth, Honesty, Equality, Law and Vindication. As of late, many who are dragged before the Justices have accused them of Falsehoods, Deceit, Trickery, Fraud and Betrayal. One light of hope shines in the city though. Brother Francisco deLargio. The sole member of the Church of Veriday. Many of lost their hope and faith in Justice but he keeps it alive by spreading her word. The Mayor and the Justices cant do anything outright because of church dogma, but they are trying.
NPCs of Note: The Five Justices (Cleric 10/Expert 5), Brother Francisco (Cleric 17), Mayor Wilkens (Aristocrat 7, Sorcerer 5)


They need to sell some items so they need a big place. But they said they are heading to Aphis. So, next week, they will discover the broken portal in the crypt that will be in the process of opening. I know how its going to close (the blood of a living dragon) but they killed the infernal wyrmling last game session. But their kobold companion keeps saying she is related to the dragons.

So after they seal the portal, they will probably leave for Aphis. I would like to drop the 'Family Bloodline' plot as of now (just for a little bit so i can focus on other things).

What suggestions do you all have that i should do?
 



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