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IRON DM 2011--Rules, Entries, Judgements, & Commentary
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<blockquote data-quote="Waylander the Slayer" data-source="post: 5624792" data-attributes="member: 1830"><p><span style="font-family: 'Arial Black'"><strong><span style="font-size: 18px">Alomir’s End</span></strong></span></p><p><em>A D20 Adventure for 7th level Characters</em></p><p></p><p><strong><u>Ingredients:</u></strong></p><p><u>Hive Queen</u>- Alomir; imprinted with the mind of the Formian Hive Queen.</p><p><u>Hidden Watchtower</u>- Thornspire; remnants of the Formian Queen’s Watchtower, unknown and hidden.</p><p><u>Righteous Wizard</u>- Alomir, whose righteousness got him tossed of a hill, and can be appealed to by the party.</p><p><u>Crystal Axeblade</u>- Dakkor- Dark Crystal Axeblade responsible for Alomir’s “mind meld,” and a useful tool for the Party.</p><p><u>Unending Pursuit</u>- The Looped Defense Tunnel within Thornspire where the Formian Defenders pursue the PCs relentlessly</p><p><u>Lover's Leap</u>- Alomir’s End; suicide point and key location to the adventure.</p><p></p><p></p><p>Thornspire erupts from the vast flat lands, reaching to the skies, like a spike thrust into the earth by god’s hand. Sitting atop this curious formation is the town of Mistfall; its natural beauty and wondrous nature a beacon for the rich and powerful. Yet this idyllic town has been beset by a rash of suicides, unexplainable in nature. Will the PCs be able to unravel the tragedy that consumes the town, or will it consume them?</p><p></p><p></p><p><u><strong>Synopsis:</strong> </u>The PCs investigate a rash of suicides that have beset the town of Mystfall. Their inquiries lead them to a singular event from the past; the suicide of Alomir- a mage and worker at one of the local Inns. Investigating this event reveals the history of Thornspire as the remnants of a Formian Colony (or any hivemind type creature preferred by the GM) and takes party deep into the heart of the Colony, where they will confront a transformed Alomir.</p><p></p><p></p><p><u><strong>Background:</strong></u> Alomir, a common bastard half elf and wizard of little note, made the mistake of falling in love with Liandra Krane, daughter of Viktor Krane-the most powerful noble in Mistfall. His relentless pursuit of Liandra won him her love, but also the undying enmity of Viktor; in an exclusive community like Mistfall, marrying beneath your class was not an option. Viktor convinced himself that the wizard had bewitched his daughter because the righteous mage had refused all bribes. Viktor, along with Sherriff Roland Hoff and others had Alomir tossed into the ravine that runs through the edge of town known as the Crag (ever since known as Alomir’s End). The Sheriff promptly investigated, and prompted by reports of “eyewitnesses,” concluded that the death was a suicide.</p><p></p><p>Alomir didn’t die; he fell through the loamy earth, and found himself buried within Thornspire. To his surprise, he was surrounded by large, labyrinthine tunnels plastered with strange adhesive. He dragged his shattered body through the tunnels, finally coming upon remnants of a large battle; chamber was littered with exoskeletons of antlike creatures, and strange humanoids; the largest exoskeleton embedded with a still intact axeblade that beckoned the mage. </p><p></p><p>Dakkor, the axehead, is a Dark Crystal Gythzerai forged weapon that absorbs the sentience of the last creature killed and imprints the psyche onto the wielder; powerful when fighting hivemind creatures. Psychic energy surged through Alomir upon contact, enveloping his mind. He felt and sensed the singularity of hivemind, and the Formian Queen’s will imprinted itself on Alomir. He felt the presence of the remnants of the scattered hive, his mind commanding and compelling the servitors, and over time, creatures of similar more primitive nature. His mind slowly degraded, intermixing the will of the Hive Queen with his righteous anger, his magical powers increasing.</p><p>Now his mind reaches out to the beloved of those that wronged him, compelling them to jump off Alomir’s End; if the fall doesn’t kill them, the maws of his servitors will .</p><p></p><p></p><p><u> <strong>Hooks:</strong></u></p><p></p><p>- Sherriff Roland Hoff contacts the PCs for help. He offers them a fair reward in solving the mystery.</p><p></p><p>- One of the Parties’ acquaintances is missing while on vacation in Mistfall, prompting the group to investigate.</p><p></p><p>- While vacationing in Mistfall, the party sees a suicide (attempt) first hand:</p><p></p><p> <u><strong>Part 1- No Rest for the Weary </strong></u></p><p>The Party is relaxing in the Fluffy Pillow, a posh inn, when they meet Alisa Krane, younger sister to Liandra. Alisa is vivacious, adventurous, and a hard partier, and engages any of the PCs she considers to be interesting. If interested, she invites the PC for a stroll; compelled to go to Alomir’s End. She has been frequenting the area recently, drawn to it. If questioned, she says it’s a secluded and a romantic spot [note that she is the first jumper]. She kisses the PC, smiles, winks, and then jumps off without warning. </p><p></p><p><u>Developments</u></p><p>A Sense Motive [DC 20] check reveals that something’s off with Alisa’s behavior. A Spellcraft Check [DC 15] reveals that she is being unduly influenced. The spell effect is exactly like Dominate Person except with greater range. Alomir can only use this ability 1/3 days due to his unique condition.</p><p></p><p>The PC can act in whatever manner to prevent her from jumping; if stopped, she will struggle to be free, including screaming. The PC will have to explain his actions to the town guard and the Sherriff unless Alisa’s compulsion is broken. She can’t recall details but mentions a strong compulsion and feeling an alien presence within. If/when the PC is cleared of charges (either by a “free Alisa,” Diplomacy, when the next suicide happens), Viktor or the Sherriff will ask the PCs to investigate.</p><p></p><p>If Alisa dies, the PC is taken into custody and interrogated. Further, the PC is confronted by a distraught Viktor Krane. However, the next (Jason Hoff, Roland Hoff’s brother) suicide makes the Sherriff reconsider his decision, and he’ll also ask the PCs to help.</p><p></p><p>A Sense Motive Check for both Viktor [DC 30] and Roland [DC 15] intuits that there appears to be something deeper troubling them. Alomir/Hive Queen also becomes aware of the PC at this time.</p><p></p><p></p><p><u><strong>Part 2- Building a Mountain out of an Anthill </strong></u></p><p>There are multiple ways of investigating the suicides:</p><p></p><p>Roland Hoff-Sherriff: A tall and hefty man with a bouffant, Roland is gruff and direct, and has the habit of rubbing his hands together when nervous. Roland will vaguely touch upon Alomir and events of the past, hand waving it as being unimportant ( “some brokenhearted sod that jumped off”); he won’t mention anything about Liandra. If confronted about this at a later time, he confesses to hiding the identity saying that “it was long ago, and the girl has been through enough.”</p><p></p><p>Alisa Krane (if alive): Alisa was young when the events of the past happened, yet she does recall her sister’s broken heart and the death of Alomir. She doesn’t know much about the relationship and will accompany the party if asked, and can direct the party to her sister Liandra who is married and lives nearby.</p><p></p><p>Liandra Krane: Liandra is contently married, with a son; she is horrified by recent events. If accompanied by Alisa, she will quickly open up, otherwise, the party will have to convince her to open up (DC 20 Diplomacy). She repeats her conviction of Alomir’s righteousness. PC’s (Perception check-30) notice that her son has a slight elvish cast to him (he is Alomir’s son); if pushed on this gently, she will confess to this fact.</p><p></p><p>Viktor Krane: Viktor claims he is unsure why his daughter killed/ tried to kill herself. He does have enemies who he will freely name (red herrings-and left to the GM to elaborate). If confronted about past events, Viktor shuts up. However, if Alisa is alive, the party can convince Viktor to reveal the truth (diplomacy-DC 30), made easier if Alisa/Liandra herself makes the appeal (DC 25) focused on their safety.</p><p></p><p>Other information: The locals are reluctant to talk about past events, but if convinced, they’ll inform the party of relevant past. Nature oriented party members will note an unnatural and profuse ant infestation; some who behave oddly, “following” them. The resident crazy also mentions seeing an ant horse carrying off sheep.</p><p></p><p></p><p><u><strong>Part 3- Into the Crag </strong></u></p><p>When the party investigate Alomir’s end, they’ll notice medium sized Insectoid tracks, leading into the crag. As they climb down, they’ll be swarmed by ants (perception DC 15 to notice before hand-Ant Swarm). </p><p>Thornspire is the remnants of a guard tower of the Formian Queen that sheared off a Formian City. Therefore, the interior of the tower is riddled with various defenses. The key defense is a large “endless looped” tunnel system used to disorient any that entered the tower; there are hatches within the tunnel that can be opened by Formian defenders by using scent spray. The tunnel system is also vibration sensitive; the GM should play up the alien nature of the place.</p><p></p><p><u> Defense of the Guard Tower</u></p><p>The remaining Formian forces are much smaller than they once were:</p><p>- 6 Workers</p><p>- 4 Warriors</p><p>- 2 Taskmasters</p><p>- 3-5 Ant Swarms</p><p>The GM should ensure that the Formians take advantage of their hive mind and coordinate the defenses in concert. They also take advantage of the sometimes vertical nature of the passageways. Note that the Formians prefer to capture rather than kill outright.</p><p></p><p><u>Developments </u></p><p>The bottom of the crag is smooth and crystalline, with a circular opening. The party notices sudden movement within, moving away from them. The whole set up is a trap, as Alomir has been observing the PCs through the servitor ants. The opening will be sealed in once the party enters the tunnel. </p><p>Once in the tunnel the Formian Defenders attack the PCs through the hatches, and just as quickly existing, pursuing them relentlessly. They track the PCs easily using their vibration sensitivity, and will change tactics, like dragging off one PC and closing the hatch. The easiest way to “escape” the relentless pursuit is to find a “hatch” and use the scent glad from a dead Formian to “spray it” open. Alternatively, a kind GM may allow the PCs to break one of the hatches.</p><p></p><p> The hatches from the tunnels lead to spherical rooms and chambers, now rigged with pitfalls and similar traps. Other chambers include remnants of a hatchery, an “art” room with wondrous crystalline structures that appear to defy gravity and a scent room with devices that emanate enticing odors [stinking cloud effect for humanoids]. Note that the “hive” does not have the advanced capacities it used to have due to the passage of time, and Alomir being the “hive queen.”</p><p></p><p>The main chamber is a large spherical structure with a newly rebuilt chrysalis like hive queen chamber where Alomir/hive queen resides. Alomir has taken on some physical and mental characteristics of the Formians; his skin is red tinged and harder, mandibles protrude from his mouth, and antennae grow from his forehead; his movements are also skittering. He wears Dakkor- the Crystalline Axehead around his neck. His wizardly powers have become formidable though not as much as a Formian Queen; spells limited to those the Queen knows for 4th level and below, other than Dominate Person ability. </p><p></p><p>Direct assault on Alomir is difficult, since it is likely that the defenders will retreat here to protect the Queen. There are alternate tactics that will work as well:</p><p></p><p>-Appealing to Alomir’s righteousness like pointing out that he killed/ is trying to kill his beloved’s sister [3 Diplomacy checks DC 70 total), with an additional +15 bonus if his son’s existence is made aware.</p><p></p><p>-Spellcraft check of DC 30 can ascertain the nature of the Dakkor, snatching Dakkor drastically reduces Alomir’s power and his control of the Formians.</p><p></p><p> </p><p><u><strong>Conclusion </strong></u></p><p>Even after they defeat Alomir, the PCs are sealed in. Clever PCs can control the Formians via Dakkor to lead them out; however, prolonged use of Dakkor slowly erodes the PC’s identity. It’s up to the party how they handle things with Alomir and how much of his actions expose, the same goes for the actions of Viktor Krane. Viktor tries to kill Alomir if he is made aware of the mage’s existence. Alomir plots vengeance of a more direct nature if left alone.</p></blockquote><p></p>
[QUOTE="Waylander the Slayer, post: 5624792, member: 1830"] [FONT="Arial Black"][B][SIZE="5"]Alomir’s End[/SIZE][/B][/FONT] [I]A D20 Adventure for 7th level Characters[/I] [b][u]Ingredients:[/u][/b][u][/u] [u]Hive Queen[/u]- Alomir; imprinted with the mind of the Formian Hive Queen. [u]Hidden Watchtower[/u]- Thornspire; remnants of the Formian Queen’s Watchtower, unknown and hidden. [u]Righteous Wizard[/u]- Alomir, whose righteousness got him tossed of a hill, and can be appealed to by the party. [u]Crystal Axeblade[/u]- Dakkor- Dark Crystal Axeblade responsible for Alomir’s “mind meld,” and a useful tool for the Party. [u]Unending Pursuit[/u]- The Looped Defense Tunnel within Thornspire where the Formian Defenders pursue the PCs relentlessly [u]Lover's Leap[/u]- Alomir’s End; suicide point and key location to the adventure. Thornspire erupts from the vast flat lands, reaching to the skies, like a spike thrust into the earth by god’s hand. Sitting atop this curious formation is the town of Mistfall; its natural beauty and wondrous nature a beacon for the rich and powerful. Yet this idyllic town has been beset by a rash of suicides, unexplainable in nature. Will the PCs be able to unravel the tragedy that consumes the town, or will it consume them? [U][b]Synopsis:[/b] [/U]The PCs investigate a rash of suicides that have beset the town of Mystfall. Their inquiries lead them to a singular event from the past; the suicide of Alomir- a mage and worker at one of the local Inns. Investigating this event reveals the history of Thornspire as the remnants of a Formian Colony (or any hivemind type creature preferred by the GM) and takes party deep into the heart of the Colony, where they will confront a transformed Alomir. [U][b]Background:[/b][/U] Alomir, a common bastard half elf and wizard of little note, made the mistake of falling in love with Liandra Krane, daughter of Viktor Krane-the most powerful noble in Mistfall. His relentless pursuit of Liandra won him her love, but also the undying enmity of Viktor; in an exclusive community like Mistfall, marrying beneath your class was not an option. Viktor convinced himself that the wizard had bewitched his daughter because the righteous mage had refused all bribes. Viktor, along with Sherriff Roland Hoff and others had Alomir tossed into the ravine that runs through the edge of town known as the Crag (ever since known as Alomir’s End). The Sheriff promptly investigated, and prompted by reports of “eyewitnesses,” concluded that the death was a suicide. Alomir didn’t die; he fell through the loamy earth, and found himself buried within Thornspire. To his surprise, he was surrounded by large, labyrinthine tunnels plastered with strange adhesive. He dragged his shattered body through the tunnels, finally coming upon remnants of a large battle; chamber was littered with exoskeletons of antlike creatures, and strange humanoids; the largest exoskeleton embedded with a still intact axeblade that beckoned the mage. Dakkor, the axehead, is a Dark Crystal Gythzerai forged weapon that absorbs the sentience of the last creature killed and imprints the psyche onto the wielder; powerful when fighting hivemind creatures. Psychic energy surged through Alomir upon contact, enveloping his mind. He felt and sensed the singularity of hivemind, and the Formian Queen’s will imprinted itself on Alomir. He felt the presence of the remnants of the scattered hive, his mind commanding and compelling the servitors, and over time, creatures of similar more primitive nature. His mind slowly degraded, intermixing the will of the Hive Queen with his righteous anger, his magical powers increasing. Now his mind reaches out to the beloved of those that wronged him, compelling them to jump off Alomir’s End; if the fall doesn’t kill them, the maws of his servitors will . [U] [b]Hooks:[/b][/U] - Sherriff Roland Hoff contacts the PCs for help. He offers them a fair reward in solving the mystery. - One of the Parties’ acquaintances is missing while on vacation in Mistfall, prompting the group to investigate. - While vacationing in Mistfall, the party sees a suicide (attempt) first hand: [U][b]Part 1- No Rest for the Weary [/b][/U] The Party is relaxing in the Fluffy Pillow, a posh inn, when they meet Alisa Krane, younger sister to Liandra. Alisa is vivacious, adventurous, and a hard partier, and engages any of the PCs she considers to be interesting. If interested, she invites the PC for a stroll; compelled to go to Alomir’s End. She has been frequenting the area recently, drawn to it. If questioned, she says it’s a secluded and a romantic spot [note that she is the first jumper]. She kisses the PC, smiles, winks, and then jumps off without warning. [u]Developments[/u] A Sense Motive [DC 20] check reveals that something’s off with Alisa’s behavior. A Spellcraft Check [DC 15] reveals that she is being unduly influenced. The spell effect is exactly like Dominate Person except with greater range. Alomir can only use this ability 1/3 days due to his unique condition. The PC can act in whatever manner to prevent her from jumping; if stopped, she will struggle to be free, including screaming. The PC will have to explain his actions to the town guard and the Sherriff unless Alisa’s compulsion is broken. She can’t recall details but mentions a strong compulsion and feeling an alien presence within. If/when the PC is cleared of charges (either by a “free Alisa,” Diplomacy, when the next suicide happens), Viktor or the Sherriff will ask the PCs to investigate. If Alisa dies, the PC is taken into custody and interrogated. Further, the PC is confronted by a distraught Viktor Krane. However, the next (Jason Hoff, Roland Hoff’s brother) suicide makes the Sherriff reconsider his decision, and he’ll also ask the PCs to help. A Sense Motive Check for both Viktor [DC 30] and Roland [DC 15] intuits that there appears to be something deeper troubling them. Alomir/Hive Queen also becomes aware of the PC at this time. [U][b]Part 2- Building a Mountain out of an Anthill [/b][/U] There are multiple ways of investigating the suicides: Roland Hoff-Sherriff: A tall and hefty man with a bouffant, Roland is gruff and direct, and has the habit of rubbing his hands together when nervous. Roland will vaguely touch upon Alomir and events of the past, hand waving it as being unimportant ( “some brokenhearted sod that jumped off”); he won’t mention anything about Liandra. If confronted about this at a later time, he confesses to hiding the identity saying that “it was long ago, and the girl has been through enough.” Alisa Krane (if alive): Alisa was young when the events of the past happened, yet she does recall her sister’s broken heart and the death of Alomir. She doesn’t know much about the relationship and will accompany the party if asked, and can direct the party to her sister Liandra who is married and lives nearby. Liandra Krane: Liandra is contently married, with a son; she is horrified by recent events. If accompanied by Alisa, she will quickly open up, otherwise, the party will have to convince her to open up (DC 20 Diplomacy). She repeats her conviction of Alomir’s righteousness. PC’s (Perception check-30) notice that her son has a slight elvish cast to him (he is Alomir’s son); if pushed on this gently, she will confess to this fact. Viktor Krane: Viktor claims he is unsure why his daughter killed/ tried to kill herself. He does have enemies who he will freely name (red herrings-and left to the GM to elaborate). If confronted about past events, Viktor shuts up. However, if Alisa is alive, the party can convince Viktor to reveal the truth (diplomacy-DC 30), made easier if Alisa/Liandra herself makes the appeal (DC 25) focused on their safety. Other information: The locals are reluctant to talk about past events, but if convinced, they’ll inform the party of relevant past. Nature oriented party members will note an unnatural and profuse ant infestation; some who behave oddly, “following” them. The resident crazy also mentions seeing an ant horse carrying off sheep. [U][b]Part 3- Into the Crag [/b][/U] When the party investigate Alomir’s end, they’ll notice medium sized Insectoid tracks, leading into the crag. As they climb down, they’ll be swarmed by ants (perception DC 15 to notice before hand-Ant Swarm). Thornspire is the remnants of a guard tower of the Formian Queen that sheared off a Formian City. Therefore, the interior of the tower is riddled with various defenses. The key defense is a large “endless looped” tunnel system used to disorient any that entered the tower; there are hatches within the tunnel that can be opened by Formian defenders by using scent spray. The tunnel system is also vibration sensitive; the GM should play up the alien nature of the place. [u] Defense of the Guard Tower[/u] The remaining Formian forces are much smaller than they once were: - 6 Workers - 4 Warriors - 2 Taskmasters - 3-5 Ant Swarms The GM should ensure that the Formians take advantage of their hive mind and coordinate the defenses in concert. They also take advantage of the sometimes vertical nature of the passageways. Note that the Formians prefer to capture rather than kill outright. [u]Developments [/u] The bottom of the crag is smooth and crystalline, with a circular opening. The party notices sudden movement within, moving away from them. The whole set up is a trap, as Alomir has been observing the PCs through the servitor ants. The opening will be sealed in once the party enters the tunnel. Once in the tunnel the Formian Defenders attack the PCs through the hatches, and just as quickly existing, pursuing them relentlessly. They track the PCs easily using their vibration sensitivity, and will change tactics, like dragging off one PC and closing the hatch. The easiest way to “escape” the relentless pursuit is to find a “hatch” and use the scent glad from a dead Formian to “spray it” open. Alternatively, a kind GM may allow the PCs to break one of the hatches. The hatches from the tunnels lead to spherical rooms and chambers, now rigged with pitfalls and similar traps. Other chambers include remnants of a hatchery, an “art” room with wondrous crystalline structures that appear to defy gravity and a scent room with devices that emanate enticing odors [stinking cloud effect for humanoids]. Note that the “hive” does not have the advanced capacities it used to have due to the passage of time, and Alomir being the “hive queen.” The main chamber is a large spherical structure with a newly rebuilt chrysalis like hive queen chamber where Alomir/hive queen resides. Alomir has taken on some physical and mental characteristics of the Formians; his skin is red tinged and harder, mandibles protrude from his mouth, and antennae grow from his forehead; his movements are also skittering. He wears Dakkor- the Crystalline Axehead around his neck. His wizardly powers have become formidable though not as much as a Formian Queen; spells limited to those the Queen knows for 4th level and below, other than Dominate Person ability. Direct assault on Alomir is difficult, since it is likely that the defenders will retreat here to protect the Queen. There are alternate tactics that will work as well: -Appealing to Alomir’s righteousness like pointing out that he killed/ is trying to kill his beloved’s sister [3 Diplomacy checks DC 70 total), with an additional +15 bonus if his son’s existence is made aware. -Spellcraft check of DC 30 can ascertain the nature of the Dakkor, snatching Dakkor drastically reduces Alomir’s power and his control of the Formians. [U][b]Conclusion [/b][/U] Even after they defeat Alomir, the PCs are sealed in. Clever PCs can control the Formians via Dakkor to lead them out; however, prolonged use of Dakkor slowly erodes the PC’s identity. It’s up to the party how they handle things with Alomir and how much of his actions expose, the same goes for the actions of Viktor Krane. Viktor tries to kill Alomir if he is made aware of the mage’s existence. Alomir plots vengeance of a more direct nature if left alone. [/QUOTE]
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