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How do you take over a magical island?
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<blockquote data-quote="STARP_President" data-source="post: 2143828" data-attributes="member: 23884"><p>Thanks for all your suggestions, lords, ladies, stable boys and unstable boys.</p><p></p><p>Golems are a bit much for this party, plus I already did a golem adventure earlier in the season (about golems granted sentience by an insane wizard, but that's another story). So I'm going to go with the sleeper agents plan. The idea I outlined earlier will be my basic running plot, altered of course by what the PCs decide to do.</p><p></p><p>I've decided to add an extra twist. The island's Queen was prepared for the attack, not being stupid, and so cast <em>simulacrum</em> on herself. Now her duplicate, outfitted with <em>misdirection</em> spells, has taken her place while the Queen herself roams free around the castle. Her royal regalia, however, remains in the possession of the duplicate, and thus the evil mages. The mages still have her family somewhere in the castle, and if they suspect for an instant something's up they'll be killed. The Queen therefore has to be extremely careful. She also wants intelligence on the mages, wants to know who they are and who they work for, so she holds off on any counteroffensive. She has the <em>statue</em> spell - I figure she hides in the Hall of Statues disguised as her own exhibit. The Queen being there means the PCs can have high-level help if they're in over their heads, plus a little extra mystery to solve as they try to figure out who their mysterious benefactor is. The Queen's goal and task is merely to watch, plot and intervene if the PCs are in serious trouble.</p><p>At the end of the adventure the PCs will also get hold of the various magical items the cabal had, plus any little parting gifts from the Queen. My players always whinge about not having enough magical items. Come to think of it, they whinge about everything? Has someone come up with a way of DMing the game without players? That'd be a big help sometimes...</p></blockquote><p></p>
[QUOTE="STARP_President, post: 2143828, member: 23884"] Thanks for all your suggestions, lords, ladies, stable boys and unstable boys. Golems are a bit much for this party, plus I already did a golem adventure earlier in the season (about golems granted sentience by an insane wizard, but that's another story). So I'm going to go with the sleeper agents plan. The idea I outlined earlier will be my basic running plot, altered of course by what the PCs decide to do. I've decided to add an extra twist. The island's Queen was prepared for the attack, not being stupid, and so cast [I]simulacrum[/I] on herself. Now her duplicate, outfitted with [I]misdirection[/I] spells, has taken her place while the Queen herself roams free around the castle. Her royal regalia, however, remains in the possession of the duplicate, and thus the evil mages. The mages still have her family somewhere in the castle, and if they suspect for an instant something's up they'll be killed. The Queen therefore has to be extremely careful. She also wants intelligence on the mages, wants to know who they are and who they work for, so she holds off on any counteroffensive. She has the [I]statue[/I] spell - I figure she hides in the Hall of Statues disguised as her own exhibit. The Queen being there means the PCs can have high-level help if they're in over their heads, plus a little extra mystery to solve as they try to figure out who their mysterious benefactor is. The Queen's goal and task is merely to watch, plot and intervene if the PCs are in serious trouble. At the end of the adventure the PCs will also get hold of the various magical items the cabal had, plus any little parting gifts from the Queen. My players always whinge about not having enough magical items. Come to think of it, they whinge about everything? Has someone come up with a way of DMing the game without players? That'd be a big help sometimes... [/QUOTE]
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