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help with mind flayers
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<blockquote data-quote="Gundark" data-source="post: 902526" data-attributes="member: 6148"><p>In two weeks time (today is may 24th) I'll be continuing a module based on a darkness gathering (2nd edition adventure I converted to 3rd ed.) In the adventure mind flayers are seeking to extinguish the sun. I have modified it to include Drow and followers of Shar ( somebody else on this board had that idea, i borrowed it sorry ). Anyhow the PCs are hired by the town guard to look into deaths around the city. The bodies are found headless and so far have only be amingst the poor in the city, which is why there isn't widespread concern. The heads are taken to be used as food for the mind flayers. The party is 4th level so the mind flayer is actually a half mind flayer (from fiend folio). </p><p> Anyhow they tracked the severed heads to a cult (cult of darkness) the cult members are mind controlled by a magic item that belonged to the mind flayers. After destroying the magic item they found information from the head of the cult about a series of catacombs that are under the city where the master (half mind flayer) keeps his supplies. Down there they battled drow ( allies of the mind flayers), and assasins controled by the mind flayer. They found the food supply for the mind flayer and located a clue of where they should go next, which is a warehouse in the idustrial district. After the warhouse they will be going into the mind flayers lair. The question I have is there any plot twists that i can throw at the PCs or any interesting lair ideas. I don't want make sure that the adventure doesn't turn into "OH hum another dungeon...Ok lets clean it out" Also the in the original adventure the mind flayers are blocking the sun by this large contraption that is build in space. The PCs had to go out and destroy is by means of a star jammer. Does this sound stupid? We play in a steam punk game so I'm not sure if it'll take away from the feel of the campaign.</p></blockquote><p></p>
[QUOTE="Gundark, post: 902526, member: 6148"] In two weeks time (today is may 24th) I'll be continuing a module based on a darkness gathering (2nd edition adventure I converted to 3rd ed.) In the adventure mind flayers are seeking to extinguish the sun. I have modified it to include Drow and followers of Shar ( somebody else on this board had that idea, i borrowed it sorry ). Anyhow the PCs are hired by the town guard to look into deaths around the city. The bodies are found headless and so far have only be amingst the poor in the city, which is why there isn't widespread concern. The heads are taken to be used as food for the mind flayers. The party is 4th level so the mind flayer is actually a half mind flayer (from fiend folio). Anyhow they tracked the severed heads to a cult (cult of darkness) the cult members are mind controlled by a magic item that belonged to the mind flayers. After destroying the magic item they found information from the head of the cult about a series of catacombs that are under the city where the master (half mind flayer) keeps his supplies. Down there they battled drow ( allies of the mind flayers), and assasins controled by the mind flayer. They found the food supply for the mind flayer and located a clue of where they should go next, which is a warehouse in the idustrial district. After the warhouse they will be going into the mind flayers lair. The question I have is there any plot twists that i can throw at the PCs or any interesting lair ideas. I don't want make sure that the adventure doesn't turn into "OH hum another dungeon...Ok lets clean it out" Also the in the original adventure the mind flayers are blocking the sun by this large contraption that is build in space. The PCs had to go out and destroy is by means of a star jammer. Does this sound stupid? We play in a steam punk game so I'm not sure if it'll take away from the feel of the campaign. [/QUOTE]
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