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D&D Armageddon: The Blood Wars are over & Sigil has fallen - dead thread
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<blockquote data-quote="Whitey" data-source="post: 1346194" data-attributes="member: 15994"><p>First off, Whitey really likes <strong>Riddle of Midnight<strong> and congratulations are in order there - it's not so much the combination of rules system and setting as it is your ability to make those elements mean something, something major, to both your players and the readers here.</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>For suggestions here, a couple spring to mind. Keep in mind, these are suggestions, for you to make of them what you will.</strong></strong></p><p><strong><strong>Flayers are spawned from the communal elder brain pool. Nothing new there. When they are, they inherit a very cogent and cohesive ancestral memory - the experiences and recolletions of a squidface some ten generations earlier are recalled nearly as readily as what a particular one saw or thought this morning. This is all shared telepathically with one another, and instilled when the tadpoles mature. Makes them a real pain in the butt - kill one, and another that thinks the same about you and recalls the earlier death could take its place. This also makes them useful, as they might know what concords and rites bring together fundametally incompatable fiends, and how to undo those.</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>Now that Sigil is still smoldering (thanks for dumping that railroading contrivance) other outsiders are seeking to preserve their investments - or their existance. Celestial hosts rally where they can, though they are spread far too thin. They surrender nothing, but foot by foot and plane by plane their valor leads to ruin, and their sacred light is slowly dimming in the multiverse. The primogenitors, mighty forefathers of races found on the primes (like Yeenoghu for example, but hopefully with better dispositions here) turn their attention from those planes where their species is dominant, putting plans in motion to preserve their cherished creations - and perhaps all of creation.</strong></strong></p><p><strong><strong>If you're looking for plot directions:</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>1 - The black fleet. The River Styx is channeled to other realms via diabolic architecture and slave labor on an unfathomable scope. Lothic beings join the ranks of fiends en masse. Commend your souls to better hands, as the entire spectrum of evil is on the rise, looking to assert dominion. This alliance must be sundered, whatever it takes.</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>2 - Emissaries of monstrous races seek a new haven where they might discuss plans to postpone such doom. The primogenitors suggested above have very concrete goals, which may not prove at all compatable. Only squidly telepathic abilities and insights, coupled with the most vaunted diplomatic skills, can prevent a general melee. Treating with the exalted ambassador of landsharks could be a harrowing experience.</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>3 - To cement the alliance between devil and demon, the powers and potentates of each realm simply exchanged places. The baleful gazes of Demogorgon, for example, now fall on the plane of Dis. By doing so, they are ensured at least a modicum of loyalty in that their valued captive souls are all ransomed, and to forfeit these by betrayal is to forfeit everything. This may provide a means not only to stop this apocalyptic horde, but to unseat them once and for all.</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>Take any or all of these you'd wish. There's a lot that could come of them, and the interplay between their various elements. Ultimately the goal is a story that's complex and evolving, where a great deal hangs on every decision - and not every decision is as palatable as it might seem.</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>And people think Midnight is scary....</strong></strong></p></blockquote><p></p>
[QUOTE="Whitey, post: 1346194, member: 15994"] First off, Whitey really likes [B]Riddle of Midnight[B] and congratulations are in order there - it's not so much the combination of rules system and setting as it is your ability to make those elements mean something, something major, to both your players and the readers here. For suggestions here, a couple spring to mind. Keep in mind, these are suggestions, for you to make of them what you will. Flayers are spawned from the communal elder brain pool. Nothing new there. When they are, they inherit a very cogent and cohesive ancestral memory - the experiences and recolletions of a squidface some ten generations earlier are recalled nearly as readily as what a particular one saw or thought this morning. This is all shared telepathically with one another, and instilled when the tadpoles mature. Makes them a real pain in the butt - kill one, and another that thinks the same about you and recalls the earlier death could take its place. This also makes them useful, as they might know what concords and rites bring together fundametally incompatable fiends, and how to undo those. Now that Sigil is still smoldering (thanks for dumping that railroading contrivance) other outsiders are seeking to preserve their investments - or their existance. Celestial hosts rally where they can, though they are spread far too thin. They surrender nothing, but foot by foot and plane by plane their valor leads to ruin, and their sacred light is slowly dimming in the multiverse. The primogenitors, mighty forefathers of races found on the primes (like Yeenoghu for example, but hopefully with better dispositions here) turn their attention from those planes where their species is dominant, putting plans in motion to preserve their cherished creations - and perhaps all of creation. If you're looking for plot directions: 1 - The black fleet. The River Styx is channeled to other realms via diabolic architecture and slave labor on an unfathomable scope. Lothic beings join the ranks of fiends en masse. Commend your souls to better hands, as the entire spectrum of evil is on the rise, looking to assert dominion. This alliance must be sundered, whatever it takes. 2 - Emissaries of monstrous races seek a new haven where they might discuss plans to postpone such doom. The primogenitors suggested above have very concrete goals, which may not prove at all compatable. Only squidly telepathic abilities and insights, coupled with the most vaunted diplomatic skills, can prevent a general melee. Treating with the exalted ambassador of landsharks could be a harrowing experience. 3 - To cement the alliance between devil and demon, the powers and potentates of each realm simply exchanged places. The baleful gazes of Demogorgon, for example, now fall on the plane of Dis. By doing so, they are ensured at least a modicum of loyalty in that their valued captive souls are all ransomed, and to forfeit these by betrayal is to forfeit everything. This may provide a means not only to stop this apocalyptic horde, but to unseat them once and for all. Take any or all of these you'd wish. There's a lot that could come of them, and the interplay between their various elements. Ultimately the goal is a story that's complex and evolving, where a great deal hangs on every decision - and not every decision is as palatable as it might seem. And people think Midnight is scary....[/B][/B] [/QUOTE]
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