Iron_Chef
First Post
I think I should just step in as DM and fix this thing before it gets out of hand. Drastically shorten the CoTSQ, lower the challenge level of the main bad guys, cut out all the lame uber-monsters and insert some freakin RPing logic into it so it makes sense in our campaign instead of feeling lame and tacked-on. Something I didn't want to have to do, but appears I'll have to since the DM doesn't get the point. I'll discuss this with the other players. Bitching and moaning about how pathetic it is here doesn't do much good, you're right, but it sure is nice to vent outside my group so I can think straight without emotion getting in the way of my arguments.
Kiriansalee makes for a rotten villain, though. How does an insane demigod kill Orcus? Maybe I can make her a pawn of Cyric (not my favorite evil deity, either, by any stretch---I thought the whole Cyric ascension/Time of Troubles was beyond pathetic) but at least there is more of a connection there in our campaign (we've had trouble with Cyricist terror cells before, hiding behind demon god cult fronts seeking to halt, destroy or impair the reconstruction of Zhentil Keep).
If we can plane shift or teleport to Maerimydra from Szith Morcane, that cuts out all of chapter 2 (the worst part, which serves only to drag things out with endless non-plot central fights). Once in Maerimydra, we briefly investgate, ally with Kurgoth Hellspawn and his army and ultimately recover the Rod after a climactic end battle in the castle/temple (not fighting hordes of 20th level and CR 18 foes as written, mind you). Then we kill Kurgoth and his army falls apart. Then everything is left in Chaos and we split back to Zhentil Keep as heroes, all within 1-3 game sessions, tops.
Kiriansalee makes for a rotten villain, though. How does an insane demigod kill Orcus? Maybe I can make her a pawn of Cyric (not my favorite evil deity, either, by any stretch---I thought the whole Cyric ascension/Time of Troubles was beyond pathetic) but at least there is more of a connection there in our campaign (we've had trouble with Cyricist terror cells before, hiding behind demon god cult fronts seeking to halt, destroy or impair the reconstruction of Zhentil Keep).
If we can plane shift or teleport to Maerimydra from Szith Morcane, that cuts out all of chapter 2 (the worst part, which serves only to drag things out with endless non-plot central fights). Once in Maerimydra, we briefly investgate, ally with Kurgoth Hellspawn and his army and ultimately recover the Rod after a climactic end battle in the castle/temple (not fighting hordes of 20th level and CR 18 foes as written, mind you). Then we kill Kurgoth and his army falls apart. Then everything is left in Chaos and we split back to Zhentil Keep as heroes, all within 1-3 game sessions, tops.

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