Jack99
Adventurer
EDIT: This starts well.. It should be nine gods (in the title).. Posting after 1 AM sucks.
Bønne, Bedet, BC, Jensen, Molin, Manne og Schyts – Stay out
Okay, so I have this 4e campaign that’s been running since June. They are going to ding level 9 tomorrow, but since I am prepared for what happens the next 3-4 levels, I am starting to look at the endgame.
Before I can explain what kind of help I need, I will have to explain the setting, and what has happened so far.
[sblock=The premise of the setting]25 years ago, about 100.000 people fled a dying world, where the dead wouldn’t die, to a world called Draegor, through some portals. They started as one city-state, but have since fragmented into three distinct city-states.
They worship the PHB gods, and races/classes are straight out of the PHB.
The players’ characters all hail from the largest city, called Drahar.
Both Drahar and the other cities have focused on settling in, rebuilding, on isolationism, since they arrived. Thus hardly anything is known of the world they now inhabit. There has been no contact with civilized races yet. Only skirmishes with barbarian orcs and the like.
Unbeknownst to the heroes (to anyone actually) the new world suffered not so long ago. When Bael Turath exploded, not only did parts of the world end up under water, but the magical explosion also ripped holes to the Feywild, causing fey energy to pour out into the world, making forests, swamps and everything grow at an extreme rate, creating a de facto PoL world. Plenty of big cities around, but they are/have been cut off from each other – to a certain degree.[/sblock]
[sblock=Status, or what has happened so far – the really, short version]The heroes are hired by a merchant, Mr. Jacoby, to bring a message to his old elven semi-hermit friend, who lives a day or so of travel to the south. During their first night out in the wilds, they get captured by kobolds. They escape the kobolds, and head back towards Drahar, to complete their mission.
They stumble over an old dwarven ruin, and learn that this area was once part of a dwarven empire (also of a hobgoblin empire, earlier on). They also learn that there are several other ruins/castles/holds within a few days travel. Danar Hold and Castle Whiterock (yeah yeah, more on that later)
They head down the elven friend, only to learn that he knows nothing of this Mr. Jacoby. Heading back to Drahar, they find Mr. Jacoby, but he escapes them. Papers found in his shop seem to indicate that he might be part of a slave-organization.
The heroes decide that since they can’t find Mr. Jacoby, nor have any other leads towards this slave-organization, they will find and explore Danar Hold.
Danar hold is KotS, slightly changed.
They head out to Danar Hold, and meet a lot of goblins, kobolds and hobgoblins. They find evidence of an alliance between the kobolds, hobgoblins, and some Monks of the Iron Fist at Castle Whiterock, as well as a group called the Blood Reavers, whereabouts unknown. It seems that the kobolds and hobgoblins sell slaves to the Monks and the Reavers. Except that it also becomes clear that Kalarel, the Orcus priest that “runs” Danar Hold, also needs slaves, so the kobolds also sell to him, slaves which are provided by Mr. Jacoby and a gang of thieves from Drahar, called the Dark Finders.
Anyway, at the end, the heroes confront Kalarel, who is trying to open a portal to the Shadowfell. They kill Kalarel, but fail closing the portal. And something comes through (not while the heroes are there though, but they do know something came through).
But no, it’s not a scion of Orcus. It’s the aspect of Yeenoghu, who had been trapped in the Shadowfell by – well someone. At this point I am not quite sure who or what.
After Danar Hold, the heroes return to Drahar, where they soon find themselves engaged in a small back-alley-war against the Dark Finders and Mr. Jacoby, who have found out that the heroes are behind killing their kobold and hobgoblin allies, as well as Kalarel, a close and personal friend of the leader of the Dark Finders, a dwarf warlock called Durnam Ironfoot.
After cleaning up in Drahar, they head out to nearby swamp. Intel gathered from the Dark Finders indicate that the captain of the guard in Drahar is controlled by Durnam Ironfoot via three witches that live in the swamp.
Out in the swamp, they befriend a tribe of lizardmen that also have trouble with the witches, before they find the witches in an old evil church. They defeat the witches, and return to Drahar, having a new ally in the captain of the guard, although he never admits anything.
Talking about their adventure in their favorite tavern, they meet Zeke, a halfelven wizard with interest in such things. Soon they are heading back to the church, with Zeke in tow. Together, they find the tomb of someone called Zorich, an Exarch of the Keeper, which from what they gather, must be a local evil god.
But before they can do anything, the church and Zeke vanishes into the Feywild, and doesn’t return.
The heroes go back to Drahar, and finally close the book by hunting down Durnam, and bringing him to justice.
With little more to do in Drahar, the heroes decide to check out Castle Whiterock. On the way through the jungle, they stumble over an elven village that has been sacked. The only survivor, an elven kid, speaks of gnolls led by a large white gnoll, committing atrocities, sacrificing most of the village.
This is of course the aspect of Yeenoghu.
They follow the tracks of the gnolls, which go in the direction of Castle Whiterock. However, just before arriving there, the tracks turn into the mountains. The heroes follow them inside, but lose them in a veritable labyrinth of tunnels. They take a wrong turn or three, and end up running into some drows heading to the Seven Pillared Hall. They are captured (the elven boy dies) and tortured, then sold as slaves in the Seven Pillared Hall.
Sold as slaves to the Arena Master.
After participating in tournament, winning seven battles, they are granted their freedom, and find themselves in the Seven Pillared Hall (from Thunderspire Labyrinth). Here they realize that most other people are natives to this world, and learn quite a bit about it.
One of the most important things they learn, is that there are 9 gods in this world, and none of them are the same as the ones they worship. The gods people worship in Drahar (PHB gods) are merely exarches in this world, at least in the eyes of the natives.
Anyway, back on track, they head back out to Castle Whiterock, where they find that the Monks of the Iron Fist are nothing more than even more slavers. After dispatching them, they head back to SPH in order to find the Bloodreavers, last on their list of evil slavers to get rid of.
After doing that, they find information leading them to the Horned Hold (with all the Duergar) and from there to the Well of Demons and the demonic gnolls.
In between the Horned Hold and the Well of Demons, they returned home, to tell the Church of Kord and the Council of Drahar about all the information about the new world they have gathered, for which they are rewarded a title and some land.
This is basically where we are at. They have started tackling the Well of Demons. At the end, they will catch a glimpse of the aspect of Yeenoghu, but that’s merely a teaser for later on.
After dealing with Paldemar (end of Thunderspire Labyrinth) they will head back to Drahar. There, after some fun with their new land and titles, the Church of Kord will ask them to find Zeke, or at least find out what happened, since while the heroes have been gone, the evil church from the swamp has returned, but the tomb is empty, and Zeke is nowhere to be found. They fear the worst.
The heroes will find their way into the Feywild where a troll chieftain has acquired some artifacts by surprising Zeke after he had handled the arcane traps and protections of the tomb. The troll has crowned himself king, and plan to gather an army and take on the humans living on his ancestral lands. But first, he needs to invade an eladrin town in the Feywild, since it holds the only semi permanent portal to the real world that the trollking knows of. This is of course P1, modified to some degree. [/sblock]
[sblock=What else will happen in the near future?]After saving Drahar etc from the trollking, I am not sure. They should be around level 13 or so at that point. I know that I want whatever happens to lead up to a confrontation around level 20 (ideally), where the heroes battle the aspect of Yeenoghu.
Since the fall of Nerath was not so long ago in this world (around 30-50 years ago) a good deal of the gnoll hordes might still be around. And since Nerath (or rather, that area) is not too far to the south, maybe the aspect is heading there to assemble the horde once again? Or maybe it should something totally different. I am undecided on the subject at the present time.[/sblock]
Basically, this was the idea from the beginning, but I never really got around developing it. But since foreshadowing is awesome, I thought it better to start working a bit more on it now.
[sblock=The epic ending! Killing the gods… or not.]The idea is to have the campaign last all the way to the end of the epic tier. It should end with the players either killing the native gods, causing their exarchs to be promoted to god status (ie, so that this world uses the PHB gods). Now, I never imagined the players hoping around from Astral Dominion to Astral Dominion, slaying one god after the other. However, I am not quite sure how it should happen either. [/sblock]
[sblock=Summary of what I need help for]Ideas to what the aspect of Yeenoghu would do, if stranded on the prime material plane.
Ideas to the who’s and why’s of his imprisonment in the Shadowfell.
Help figuring out how the players can help topple the current pantheon, making the current exarches the new gods. It does not have to be one final combat, hell it doesn’t necessarily need to be resolved via combat. Although, I must admit that I do not see them travelling around convincing everyone in the new world to reject the old gods. I have very little experience with truly epic play, so I am drawing a few blanks here atm.
Kord and his Church should have a prominent role, as the group has a cleric of Kord, as well as two other characters multiclassed cleric, both worshipping Kord.
The wizard (who is multiclass cleric) is aiming for the divine oracle paragon path, which I want to take full advantage of.[/sblock]
Thanks in advance
Cheers
Bønne, Bedet, BC, Jensen, Molin, Manne og Schyts – Stay out
Okay, so I have this 4e campaign that’s been running since June. They are going to ding level 9 tomorrow, but since I am prepared for what happens the next 3-4 levels, I am starting to look at the endgame.
Before I can explain what kind of help I need, I will have to explain the setting, and what has happened so far.
[sblock=The premise of the setting]25 years ago, about 100.000 people fled a dying world, where the dead wouldn’t die, to a world called Draegor, through some portals. They started as one city-state, but have since fragmented into three distinct city-states.
They worship the PHB gods, and races/classes are straight out of the PHB.
The players’ characters all hail from the largest city, called Drahar.
Both Drahar and the other cities have focused on settling in, rebuilding, on isolationism, since they arrived. Thus hardly anything is known of the world they now inhabit. There has been no contact with civilized races yet. Only skirmishes with barbarian orcs and the like.
Unbeknownst to the heroes (to anyone actually) the new world suffered not so long ago. When Bael Turath exploded, not only did parts of the world end up under water, but the magical explosion also ripped holes to the Feywild, causing fey energy to pour out into the world, making forests, swamps and everything grow at an extreme rate, creating a de facto PoL world. Plenty of big cities around, but they are/have been cut off from each other – to a certain degree.[/sblock]
[sblock=Status, or what has happened so far – the really, short version]The heroes are hired by a merchant, Mr. Jacoby, to bring a message to his old elven semi-hermit friend, who lives a day or so of travel to the south. During their first night out in the wilds, they get captured by kobolds. They escape the kobolds, and head back towards Drahar, to complete their mission.
They stumble over an old dwarven ruin, and learn that this area was once part of a dwarven empire (also of a hobgoblin empire, earlier on). They also learn that there are several other ruins/castles/holds within a few days travel. Danar Hold and Castle Whiterock (yeah yeah, more on that later)
They head down the elven friend, only to learn that he knows nothing of this Mr. Jacoby. Heading back to Drahar, they find Mr. Jacoby, but he escapes them. Papers found in his shop seem to indicate that he might be part of a slave-organization.
The heroes decide that since they can’t find Mr. Jacoby, nor have any other leads towards this slave-organization, they will find and explore Danar Hold.
Danar hold is KotS, slightly changed.
They head out to Danar Hold, and meet a lot of goblins, kobolds and hobgoblins. They find evidence of an alliance between the kobolds, hobgoblins, and some Monks of the Iron Fist at Castle Whiterock, as well as a group called the Blood Reavers, whereabouts unknown. It seems that the kobolds and hobgoblins sell slaves to the Monks and the Reavers. Except that it also becomes clear that Kalarel, the Orcus priest that “runs” Danar Hold, also needs slaves, so the kobolds also sell to him, slaves which are provided by Mr. Jacoby and a gang of thieves from Drahar, called the Dark Finders.
Anyway, at the end, the heroes confront Kalarel, who is trying to open a portal to the Shadowfell. They kill Kalarel, but fail closing the portal. And something comes through (not while the heroes are there though, but they do know something came through).
But no, it’s not a scion of Orcus. It’s the aspect of Yeenoghu, who had been trapped in the Shadowfell by – well someone. At this point I am not quite sure who or what.
After Danar Hold, the heroes return to Drahar, where they soon find themselves engaged in a small back-alley-war against the Dark Finders and Mr. Jacoby, who have found out that the heroes are behind killing their kobold and hobgoblin allies, as well as Kalarel, a close and personal friend of the leader of the Dark Finders, a dwarf warlock called Durnam Ironfoot.
After cleaning up in Drahar, they head out to nearby swamp. Intel gathered from the Dark Finders indicate that the captain of the guard in Drahar is controlled by Durnam Ironfoot via three witches that live in the swamp.
Out in the swamp, they befriend a tribe of lizardmen that also have trouble with the witches, before they find the witches in an old evil church. They defeat the witches, and return to Drahar, having a new ally in the captain of the guard, although he never admits anything.
Talking about their adventure in their favorite tavern, they meet Zeke, a halfelven wizard with interest in such things. Soon they are heading back to the church, with Zeke in tow. Together, they find the tomb of someone called Zorich, an Exarch of the Keeper, which from what they gather, must be a local evil god.
But before they can do anything, the church and Zeke vanishes into the Feywild, and doesn’t return.
The heroes go back to Drahar, and finally close the book by hunting down Durnam, and bringing him to justice.
With little more to do in Drahar, the heroes decide to check out Castle Whiterock. On the way through the jungle, they stumble over an elven village that has been sacked. The only survivor, an elven kid, speaks of gnolls led by a large white gnoll, committing atrocities, sacrificing most of the village.
This is of course the aspect of Yeenoghu.
They follow the tracks of the gnolls, which go in the direction of Castle Whiterock. However, just before arriving there, the tracks turn into the mountains. The heroes follow them inside, but lose them in a veritable labyrinth of tunnels. They take a wrong turn or three, and end up running into some drows heading to the Seven Pillared Hall. They are captured (the elven boy dies) and tortured, then sold as slaves in the Seven Pillared Hall.
Sold as slaves to the Arena Master.
After participating in tournament, winning seven battles, they are granted their freedom, and find themselves in the Seven Pillared Hall (from Thunderspire Labyrinth). Here they realize that most other people are natives to this world, and learn quite a bit about it.
One of the most important things they learn, is that there are 9 gods in this world, and none of them are the same as the ones they worship. The gods people worship in Drahar (PHB gods) are merely exarches in this world, at least in the eyes of the natives.
Anyway, back on track, they head back out to Castle Whiterock, where they find that the Monks of the Iron Fist are nothing more than even more slavers. After dispatching them, they head back to SPH in order to find the Bloodreavers, last on their list of evil slavers to get rid of.
After doing that, they find information leading them to the Horned Hold (with all the Duergar) and from there to the Well of Demons and the demonic gnolls.
In between the Horned Hold and the Well of Demons, they returned home, to tell the Church of Kord and the Council of Drahar about all the information about the new world they have gathered, for which they are rewarded a title and some land.
This is basically where we are at. They have started tackling the Well of Demons. At the end, they will catch a glimpse of the aspect of Yeenoghu, but that’s merely a teaser for later on.
After dealing with Paldemar (end of Thunderspire Labyrinth) they will head back to Drahar. There, after some fun with their new land and titles, the Church of Kord will ask them to find Zeke, or at least find out what happened, since while the heroes have been gone, the evil church from the swamp has returned, but the tomb is empty, and Zeke is nowhere to be found. They fear the worst.
The heroes will find their way into the Feywild where a troll chieftain has acquired some artifacts by surprising Zeke after he had handled the arcane traps and protections of the tomb. The troll has crowned himself king, and plan to gather an army and take on the humans living on his ancestral lands. But first, he needs to invade an eladrin town in the Feywild, since it holds the only semi permanent portal to the real world that the trollking knows of. This is of course P1, modified to some degree. [/sblock]
[sblock=What else will happen in the near future?]After saving Drahar etc from the trollking, I am not sure. They should be around level 13 or so at that point. I know that I want whatever happens to lead up to a confrontation around level 20 (ideally), where the heroes battle the aspect of Yeenoghu.
Since the fall of Nerath was not so long ago in this world (around 30-50 years ago) a good deal of the gnoll hordes might still be around. And since Nerath (or rather, that area) is not too far to the south, maybe the aspect is heading there to assemble the horde once again? Or maybe it should something totally different. I am undecided on the subject at the present time.[/sblock]
Basically, this was the idea from the beginning, but I never really got around developing it. But since foreshadowing is awesome, I thought it better to start working a bit more on it now.
[sblock=The epic ending! Killing the gods… or not.]The idea is to have the campaign last all the way to the end of the epic tier. It should end with the players either killing the native gods, causing their exarchs to be promoted to god status (ie, so that this world uses the PHB gods). Now, I never imagined the players hoping around from Astral Dominion to Astral Dominion, slaying one god after the other. However, I am not quite sure how it should happen either. [/sblock]
[sblock=Summary of what I need help for]Ideas to what the aspect of Yeenoghu would do, if stranded on the prime material plane.
Ideas to the who’s and why’s of his imprisonment in the Shadowfell.
Help figuring out how the players can help topple the current pantheon, making the current exarches the new gods. It does not have to be one final combat, hell it doesn’t necessarily need to be resolved via combat. Although, I must admit that I do not see them travelling around convincing everyone in the new world to reject the old gods. I have very little experience with truly epic play, so I am drawing a few blanks here atm.
Kord and his Church should have a prominent role, as the group has a cleric of Kord, as well as two other characters multiclassed cleric, both worshipping Kord.
The wizard (who is multiclass cleric) is aiming for the divine oracle paragon path, which I want to take full advantage of.[/sblock]
Thanks in advance
Cheers