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(My Redding Players Stay Out) Tying P2 to Dead Gods
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<blockquote data-quote="Ruined" data-source="post: 5040731" data-attributes="member: 113"><p>Sounds good, as I've always been a fan of Dead Gods. I have the 4e modules, but I haven't run the latter ones so I'm not as well-knowledged.</p><p></p><p>I guess how much you include of that module depends on what you've done thus far. If you've already used cults of Orcus from the first 4e modules, then you can probably skip the first mystery adventures that show evidence of his recent return. I'd probably drop the portion with Grandfather Oak and the ratatosks. </p><p></p><p>The dead area where they first encounter the visages would be a good one to include. I don't remember the exact plot hook to get there, but it's a good spot to introduce these new enemy types which you could spread out through the campaign.</p><p></p><p>You could start foreshadowing his murder of other gods using the Last Word while adventuring. Things that they hear of and are of dire concern, but may not be easily linked to Orcus at the start.</p><p></p><p>Dead Gods has the big section with the Drow, so you could merge it with P2 at least in goals. IIRC, the Dead Gods portion has the PCs travel there in search of the immortal worshipper of Kiransalee who was entrusted with the information about Orcus' wand. That could be the driving goal for both the PCs and Orcus' invading forces. Personally I like the idea of Orcus trying to retrieve his most potent artifact as a better threat than him trying to use a primordial (Timesus) to achieve some ends. If your players are old school at all, the Wand of Orcus is a much more recognizeable plot hook.</p><p></p><p>Good luck, and let us know how it goes down the road.</p></blockquote><p></p>
[QUOTE="Ruined, post: 5040731, member: 113"] Sounds good, as I've always been a fan of Dead Gods. I have the 4e modules, but I haven't run the latter ones so I'm not as well-knowledged. I guess how much you include of that module depends on what you've done thus far. If you've already used cults of Orcus from the first 4e modules, then you can probably skip the first mystery adventures that show evidence of his recent return. I'd probably drop the portion with Grandfather Oak and the ratatosks. The dead area where they first encounter the visages would be a good one to include. I don't remember the exact plot hook to get there, but it's a good spot to introduce these new enemy types which you could spread out through the campaign. You could start foreshadowing his murder of other gods using the Last Word while adventuring. Things that they hear of and are of dire concern, but may not be easily linked to Orcus at the start. Dead Gods has the big section with the Drow, so you could merge it with P2 at least in goals. IIRC, the Dead Gods portion has the PCs travel there in search of the immortal worshipper of Kiransalee who was entrusted with the information about Orcus' wand. That could be the driving goal for both the PCs and Orcus' invading forces. Personally I like the idea of Orcus trying to retrieve his most potent artifact as a better threat than him trying to use a primordial (Timesus) to achieve some ends. If your players are old school at all, the Wand of Orcus is a much more recognizeable plot hook. Good luck, and let us know how it goes down the road. [/QUOTE]
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