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Help me with the end of my campaign
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<blockquote data-quote="Nightcloak" data-source="post: 2470426" data-attributes="member: 23862"><p>I would use the wild magic zone to start breaking some game rules and conventions. At that level, any balance issues should be minimal </p><p>(I know from experience, I did a campaign a while back from 1st to 20th level)</p><p></p><p>By turning the impossible into the possible you will generate the wild nature feel of the area and over all danger of what the the brotherhood is doing. Plus you will keep the players guessing and hopefully scared - A real trick at that level.</p><p></p><p>Some high level ideas "outside of the box":</p><p></p><p>1. Fiendish templates on constructs.</p><p></p><p>2. Undead template on a ooze or a plant</p><p></p><p>3. Work the living spell template onto a magic item - a little difficult but great fun </p><p>* @#$%! The Staff of the Magi is still chasing us. Run!!! *</p><p></p><p>4. Awaken a Dire Animal and give it class levels </p><p>* The giant wolverine goes into a rage, tumbles between the fighters, and does a flurry of blows to the wizard *</p><p></p><p>5. Exotic Outsiders I: A fallen Celestial Assassin or a Fiendish Unicorn Warlock</p><p></p><p>6. Exotic Outsiders II: Maybe a helpful Pit Fiend Bard (not all encounters need to be dangerous)</p><p>*Hey! I've heard of you guys. I sing about your tales back in the hells all the time. Great stuff man, love the carnage. Can I have your autograph!*</p><p></p><p>**I Did something like this once. The looks you get are worth the price of admission**</p><p></p><p>Have fun. This is the Big Event[sup]TM[/sup]. Open up both barrels on their expectations.</p><p></p><p>And for the love of EGG make sure you let us know what happens! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Nightcloak, post: 2470426, member: 23862"] I would use the wild magic zone to start breaking some game rules and conventions. At that level, any balance issues should be minimal (I know from experience, I did a campaign a while back from 1st to 20th level) By turning the impossible into the possible you will generate the wild nature feel of the area and over all danger of what the the brotherhood is doing. Plus you will keep the players guessing and hopefully scared - A real trick at that level. Some high level ideas "outside of the box": 1. Fiendish templates on constructs. 2. Undead template on a ooze or a plant 3. Work the living spell template onto a magic item - a little difficult but great fun * @#$%! The Staff of the Magi is still chasing us. Run!!! * 4. Awaken a Dire Animal and give it class levels * The giant wolverine goes into a rage, tumbles between the fighters, and does a flurry of blows to the wizard * 5. Exotic Outsiders I: A fallen Celestial Assassin or a Fiendish Unicorn Warlock 6. Exotic Outsiders II: Maybe a helpful Pit Fiend Bard (not all encounters need to be dangerous) *Hey! I've heard of you guys. I sing about your tales back in the hells all the time. Great stuff man, love the carnage. Can I have your autograph!* **I Did something like this once. The looks you get are worth the price of admission** Have fun. This is the Big Event[sup]TM[/sup]. Open up both barrels on their expectations. And for the love of EGG make sure you let us know what happens! :) [/QUOTE]
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