Escaping Carceri

EricNoah said:
I never posted the adventure notes for the second half of the campaign (it was right on the cusp of the 2E/3E switchover so had lots of 3E house rules in it, but I could e-mail you the file if you'd like).

This looks very interesting. Eric, would you mind dropping me these notes, too? That'd be great, thanks :). The e-mail adress is rule-of-three at web dot de.
 

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Ryltar said:
This looks very interesting. Eric, would you mind dropping me these notes, too? That'd be great, thanks :). The e-mail adress is rule-of-three at web dot de.

Well let's see if I can actually post them here instead...
 

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Souls are the currency of the underworlds. Strike up a bargain with a Gereleth, one of the PC's souls for transport to the next level. The PC's have to decide who the unlucky PC is going to be. Since the PC's don't belong there they can't truely be petitioners, however due to the nature of the plane, just leaving isn't an opiton. If the soul is given freely, the Gereleth may then take it regardless of where it may have gone once the PC had died naturally (or unaturally).

If you want them to interact and roleplay their way out it will likely have to be with petitioners/prisoners of the plane as most anything else would eat them for lunch. A bargain to find the location to a dangerous cave that is rumored to contain a guarded gate to another lower plane might work. The guardian of the gate would insist upon something obnoxious to pass and be too powerful to defeat in combat for a 7th level group. The challenge here would be finding the petitioner who could give them the info of the whereabouts to the gate, bargaining with him for the info, getting to the cave in once piece, finding the gate, and then bargaining with the guardian. Maybe the guardian want's 1/10th of their life force (either loose a level or loose 1/10th of all hp permenantly), a strong magical item from each PC, or what not.
 

I don't know why I didn't think of this before, but are you using the library as a planer touchstone spot. Have them stay at the library. Its not like their is a lot of structures there. If you have a cleric he might be able to provide enough food to keep them alive, and the group might be able to heat up the library so they can live in it. Heck, they might be able to find good adventure ideas if they look over the shoulder of the little guy writting in the book of knowledge. If they are staying there, than if would seem reasonable that eventually some stronger, tougher, and quite frankly smarter group of adventurers would come along that could help them. Of course so could some monstrosity, but they are not in a good predicament anyhow.
 

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