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<blockquote data-quote="ninjayeti" data-source="post: 8113123" data-attributes="member: 6789120"><p>I really love campaigns like the old "Shackled City" AP where the PCs slowly learn about the the evil master plan, bit by bit, over the course of the adventures and I think this idea has great potential for that. Obviously lots of ways to run with this idea but off the top of my head it could work something like this:</p><p></p><p>Part 1 runs as you say. PC's defeat the cultists (who are just dupes who have no idea of the big picture). They rescue most of the prisoners but find that some of the prisoners have been sent elsewhere. They also have no way of killing the weakened Tarrasque. Following the trail of the missing prisoners leads them to:</p><p></p><p>Arcane laboratory where "mad scientist" wizards are experimenting on transferring consciousness between bodies. They fight crazy wizards, monsters implanted with human consciousnesses, and whatever other gonzo stuff you want to throw at them. They learn the wizards had some unknown patron for their experiments. The find (dead or alive) the missing prisoners and learn that the transference process requires special crystals which are coming from:</p><p></p><p>Mines controlled by a clan of Duegar slavers. When the PC's defeat them they learn that Duegar recently stopped sending the crystals to the arcane laboratory and instead sent a massive shipment of crystals to:</p><p></p><p>Mysterious lair where the PCs battle strange undead. They learn that this is the lair of a lich who is building "the apparatus" using the crystals. But when they get to the inner sanctum of the lair the find no sign of the lich, the apparatus, or the crystals. Where would a lich with a massive mind transference device have gone? Hopefully at this point everything falls into place for the PCs who rush back for:</p><p></p><p>The final showdown. PC's come full circle to find the lich has set up shop in the original cultist's lair where they need to defeat him and his minions before he can fuse his power with the Tarrasque and become unstoppable. Of course, the lich has already created enough of a connection with the beast that when they defeat the lich the Tarrasque absorbs his necrotic life force and breaks free of his bonds...</p></blockquote><p></p>
[QUOTE="ninjayeti, post: 8113123, member: 6789120"] I really love campaigns like the old "Shackled City" AP where the PCs slowly learn about the the evil master plan, bit by bit, over the course of the adventures and I think this idea has great potential for that. Obviously lots of ways to run with this idea but off the top of my head it could work something like this: Part 1 runs as you say. PC's defeat the cultists (who are just dupes who have no idea of the big picture). They rescue most of the prisoners but find that some of the prisoners have been sent elsewhere. They also have no way of killing the weakened Tarrasque. Following the trail of the missing prisoners leads them to: Arcane laboratory where "mad scientist" wizards are experimenting on transferring consciousness between bodies. They fight crazy wizards, monsters implanted with human consciousnesses, and whatever other gonzo stuff you want to throw at them. They learn the wizards had some unknown patron for their experiments. The find (dead or alive) the missing prisoners and learn that the transference process requires special crystals which are coming from: Mines controlled by a clan of Duegar slavers. When the PC's defeat them they learn that Duegar recently stopped sending the crystals to the arcane laboratory and instead sent a massive shipment of crystals to: Mysterious lair where the PCs battle strange undead. They learn that this is the lair of a lich who is building "the apparatus" using the crystals. But when they get to the inner sanctum of the lair the find no sign of the lich, the apparatus, or the crystals. Where would a lich with a massive mind transference device have gone? Hopefully at this point everything falls into place for the PCs who rush back for: The final showdown. PC's come full circle to find the lich has set up shop in the original cultist's lair where they need to defeat him and his minions before he can fuse his power with the Tarrasque and become unstoppable. Of course, the lich has already created enough of a connection with the beast that when they defeat the lich the Tarrasque absorbs his necrotic life force and breaks free of his bonds... [/QUOTE]
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