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How would a Demon Queen defend her palace?
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<blockquote data-quote="Iron Sheep" data-source="post: 451104" data-attributes="member: 4965"><p>Building on the idea of Kilmore's that the Demon Queen should give the PCs the victory that they lust after, you should ask yourself what else the characters (or players) lust after.</p><p></p><p>Perhaps the PCs come across powerful, perhaps even epic-level, treasure (and make them work for it, so they don't get suspicious about its provenance), but have it planted by the demons and tainted in some subtle way. For example, perhaps the group fights a Balor and discovers that it is using a magical weapon far superior to the main fighter's weapon, and appears otherwise normal. However, when the final confrontation comes with the demon queen, the fighter finds that it cannot harm her, or even that it harms the fighter whenever he attacks the queen. Or maybe this weapon only makes it appear that the queen is killed, allowing you to use the idea of the false victory. If you were really evil, you could make it that this tainted weapon was the fighter's <em>current</em> primary weapon, carefully planted by the demon Queen several adventures ago.</p><p></p><p>There's also great potential in items which multiple characters may want, and which could cause interparty rivalry. The easiest way to bring down an enemy is to sow dissention in their ranks.</p><p></p><p>Finally there are the less tangible lusts that characters may have, and which you'd have to tailor for your party. Perhaps the wizard who loves books comes across a vast library; perhaps a character who lusts for power finds that demons surrender, stroking the character's ego and saying that they want to be on the winning side, only to turn on the party at a later point; perhaps there is some object of romantic desire that could lead a character astray. This sort of thing could give great roleplaying opportunities, particularly if the players know what the characters are doing will hurt them, but play it through anyway.</p><p></p><p>In any case, whatever is offered should appear genuine and not out of place, but yet have some subtle seed buried in it which will cause the party grief later on. Ideally you will have several of these things come to a head either shortly before the climax of the adventure, or as part of the climactic battle.</p></blockquote><p></p>
[QUOTE="Iron Sheep, post: 451104, member: 4965"] Building on the idea of Kilmore's that the Demon Queen should give the PCs the victory that they lust after, you should ask yourself what else the characters (or players) lust after. Perhaps the PCs come across powerful, perhaps even epic-level, treasure (and make them work for it, so they don't get suspicious about its provenance), but have it planted by the demons and tainted in some subtle way. For example, perhaps the group fights a Balor and discovers that it is using a magical weapon far superior to the main fighter's weapon, and appears otherwise normal. However, when the final confrontation comes with the demon queen, the fighter finds that it cannot harm her, or even that it harms the fighter whenever he attacks the queen. Or maybe this weapon only makes it appear that the queen is killed, allowing you to use the idea of the false victory. If you were really evil, you could make it that this tainted weapon was the fighter's [I]current[/I] primary weapon, carefully planted by the demon Queen several adventures ago. There's also great potential in items which multiple characters may want, and which could cause interparty rivalry. The easiest way to bring down an enemy is to sow dissention in their ranks. Finally there are the less tangible lusts that characters may have, and which you'd have to tailor for your party. Perhaps the wizard who loves books comes across a vast library; perhaps a character who lusts for power finds that demons surrender, stroking the character's ego and saying that they want to be on the winning side, only to turn on the party at a later point; perhaps there is some object of romantic desire that could lead a character astray. This sort of thing could give great roleplaying opportunities, particularly if the players know what the characters are doing will hurt them, but play it through anyway. In any case, whatever is offered should appear genuine and not out of place, but yet have some subtle seed buried in it which will cause the party grief later on. Ideally you will have several of these things come to a head either shortly before the climax of the adventure, or as part of the climactic battle. [/QUOTE]
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How would a Demon Queen defend her palace?
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