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<blockquote data-quote="Nellisir" data-source="post: 372683" data-attributes="member: 70"><p>OK, got a few more minutes now that the bloodshed is over. I am tired, though, so excuse fragmented thoughts and poor elucidation.</p><p></p><p>IMO, myths and wee tidbits about the gods are one of the best ways of making a pantheon seem real to the players, since most myths involve the interplay of several divinities. Making this myths a relevant part of the game (containing secrets, hints, and clues) helps motive the players to remember and pay attention to them.</p><p></p><p>It's also legitimate to say "answer unknown" in some cases. Cults, in the Shadowend, are pseudo-divinities "sponsored" by a god or goddess who prefers, for whatever reason, to keep his/er identity a secret. This allows villains with clerical powers without requiring a hundred and one weird little deities (many cults worship animals(Cult of the Rat Mother) or divine artifacts (Cult of the Unholy Hand).</p><p></p><p>I've only listed the primary aligment axis of each deity, and allow priests along that axis. Aur, the Stonelord, is a Lawful deity with lawful good, lawful neutral, and lawful evil worshippers. As a member of the Elder Host, Aur isn't very involved and his worshippers often come into conflict as they support different rulers and lords. They accept this as Aur's will, and battle it out.</p><p></p><p>The Elder Host are all Greater Powers. The Dalerain range from Intermediate to Demi-powers. Chance of intervention IMC was roughly scaled as follows: Greater Powers have a 1% chance of intervening in a situation that personally affects them (child in danger, significant artifact or source of power in danger, massive display of worship or sacrifice); intermediate powers have a 1% chance of intervening in a life and death situation for one of their priests; lesser powers have a roughly 1% chance of intervening or appearing in a significant event that affects one of their priests (birth of a child, marriage); demi-powers have a roughly 1% chance of intervening in a situation that affects one of their worshippers (not necessarily a priest, but a faithful and true worshipper).</p><p></p><p>Nell.</p><p></p><p>The Kings of Woe are 3 evil, undead kings whose barrows open for one night (1 barrow per night, on 3 subsequent nights) and release them to terrorize their surroundings. The party has 12 hours to get in to each barrow and figure out how to kill each king for good. Unfortunately, tonight they decided to split up the party, open (nearly) all the doors, and trip all the traps, all at the same time. I don't know what it adds up to, but 5 9th-level character just survived a CR 3 (barrowdead imp), CR 9 (3 CR 6 harrow hounds), CR 5 (gravewight owlbear), CR 4 (2 spiked pit traps), CR 4 (green slime), CR 4 (wall of fire trap), CR 4 (spike stones), CR 1 (ghost child) encounter. The fighter/cleric/runesmith was stunned and devoured, the paladin fell in a pit and couldn't get out until combat was almost over, the fighter/ranger was reduced to 5 hit points before she went and hid, and the cleric/monk and fighter/barbarian/rogue/drunken rager are both at about half full hitpoints.</p><p></p><p>They are considering running away and letting the Kings do what they want. They're only partway into the first barrow.</p><p></p><p>Cheers</p><p>Nell.</p><p>Who didn't think they'd open -all- the doors, and fight in the hall they knew was trapped....</p></blockquote><p></p>
[QUOTE="Nellisir, post: 372683, member: 70"] OK, got a few more minutes now that the bloodshed is over. I am tired, though, so excuse fragmented thoughts and poor elucidation. IMO, myths and wee tidbits about the gods are one of the best ways of making a pantheon seem real to the players, since most myths involve the interplay of several divinities. Making this myths a relevant part of the game (containing secrets, hints, and clues) helps motive the players to remember and pay attention to them. It's also legitimate to say "answer unknown" in some cases. Cults, in the Shadowend, are pseudo-divinities "sponsored" by a god or goddess who prefers, for whatever reason, to keep his/er identity a secret. This allows villains with clerical powers without requiring a hundred and one weird little deities (many cults worship animals(Cult of the Rat Mother) or divine artifacts (Cult of the Unholy Hand). I've only listed the primary aligment axis of each deity, and allow priests along that axis. Aur, the Stonelord, is a Lawful deity with lawful good, lawful neutral, and lawful evil worshippers. As a member of the Elder Host, Aur isn't very involved and his worshippers often come into conflict as they support different rulers and lords. They accept this as Aur's will, and battle it out. The Elder Host are all Greater Powers. The Dalerain range from Intermediate to Demi-powers. Chance of intervention IMC was roughly scaled as follows: Greater Powers have a 1% chance of intervening in a situation that personally affects them (child in danger, significant artifact or source of power in danger, massive display of worship or sacrifice); intermediate powers have a 1% chance of intervening in a life and death situation for one of their priests; lesser powers have a roughly 1% chance of intervening or appearing in a significant event that affects one of their priests (birth of a child, marriage); demi-powers have a roughly 1% chance of intervening in a situation that affects one of their worshippers (not necessarily a priest, but a faithful and true worshipper). Nell. The Kings of Woe are 3 evil, undead kings whose barrows open for one night (1 barrow per night, on 3 subsequent nights) and release them to terrorize their surroundings. The party has 12 hours to get in to each barrow and figure out how to kill each king for good. Unfortunately, tonight they decided to split up the party, open (nearly) all the doors, and trip all the traps, all at the same time. I don't know what it adds up to, but 5 9th-level character just survived a CR 3 (barrowdead imp), CR 9 (3 CR 6 harrow hounds), CR 5 (gravewight owlbear), CR 4 (2 spiked pit traps), CR 4 (green slime), CR 4 (wall of fire trap), CR 4 (spike stones), CR 1 (ghost child) encounter. The fighter/cleric/runesmith was stunned and devoured, the paladin fell in a pit and couldn't get out until combat was almost over, the fighter/ranger was reduced to 5 hit points before she went and hid, and the cleric/monk and fighter/barbarian/rogue/drunken rager are both at about half full hitpoints. They are considering running away and letting the Kings do what they want. They're only partway into the first barrow. Cheers Nell. Who didn't think they'd open -all- the doors, and fight in the hall they knew was trapped.... [/QUOTE]
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