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<blockquote data-quote="Robbs" data-source="post: 4130333" data-attributes="member: 33483"><p>Piggybacking on the combining powers and draining the Gandelmerlin (or Elmergand or whatever) you could have your big baddie find some way to drain him at a distance and over time. So the PCs first become aware when said Gandelguy summons them and they notice he seems to have aged a bit, and has trouble focusing for very long, etc. Sprinkle a few clues as to the source behind this and you have a race against time to save Elmindude. You get the added pressure that the longer they take to solve the puzzle and track down the baddie, the more powerful he will become. His ultimate goal still can be the god killing or divine ascension concept (gives him a good motivation to make a move against such powerful wizard, with godhood hanging in the balance) and still allows you to introduce your bad magic item that enables this. You can even have it sentient so when the PCs finally confront the baddie it can start whispering to various (maybe all depending upon their alignments!) PCs that it can do the same for them. It can even hint that it will help the <em>first</em> that takes it up, generating a little PC on PC action depending upon how your players handle things. Just some thoughts.</p></blockquote><p></p>
[QUOTE="Robbs, post: 4130333, member: 33483"] Piggybacking on the combining powers and draining the Gandelmerlin (or Elmergand or whatever) you could have your big baddie find some way to drain him at a distance and over time. So the PCs first become aware when said Gandelguy summons them and they notice he seems to have aged a bit, and has trouble focusing for very long, etc. Sprinkle a few clues as to the source behind this and you have a race against time to save Elmindude. You get the added pressure that the longer they take to solve the puzzle and track down the baddie, the more powerful he will become. His ultimate goal still can be the god killing or divine ascension concept (gives him a good motivation to make a move against such powerful wizard, with godhood hanging in the balance) and still allows you to introduce your bad magic item that enables this. You can even have it sentient so when the PCs finally confront the baddie it can start whispering to various (maybe all depending upon their alignments!) PCs that it can do the same for them. It can even hint that it will help the [I]first[/I] that takes it up, generating a little PC on PC action depending upon how your players handle things. Just some thoughts. [/QUOTE]
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