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Releasing Linia from the Vault of Heresies
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<blockquote data-quote="hirou" data-source="post: 6532166" data-attributes="member: 6776023"><p>I assume that you're playing 4ed, cause I only have 4ed version right beside me.</p><p></p><p>1. Rod of Negation dispels a magic phenomenon if you beat Charisma check with DC equal to 10+the level of the effect's creator. I think it's safe to assume that enchanters of Crypta were at least level 10. If you're feeling particularly nasty, consider that Clergy was likely throwing everything they could to create this vault; in this case it should be level 20, with DC 30 total. Note that this is raw ability check, not skill check. It's not unbeatable, but pretty hard.</p><p>2. On the other hand, Rod of Negation has some pretty nasty curse effects. Can they really survive without having any beneficial magic long enough to return to the vault? Or did they identify the rod before using it and therefore nobody is cursed yet?</p><p>3. Personally, I decided beforehand that Linia is imprisoned in extradimensional space filled with some harmful substance, to increase her suffering (think of it as the Rope Trick ritual, with indestructible chains instead of rope). When someone enters the hall, she drops down through the portal in the ceiling, then chains slowly bring her back (for maximal impression of the viewers, her shouts abruptly cut off once she is inside). Ritual is bonded to chains themselves as focus. Once again, they can try dispelling all and everything... but have fun with 7 separate dispel attempts, one for each chain.</p><p>4. If you already established that chains end up just in stone... Actually, the above-mentioned setup can still work. Consider that each chain ends in separate Rope Trick dimension, perhaps slightly below the stone surface. Feel free to add some contingency traps and curses against heretics who try to dispel them.</p><p>5. Clergy is likely to increase the security on the island after the break in (see adventure 8), don't forget about it. At least their attempt definitely won't stay unnoticed.</p><p></p><p>Considering the consequences of such actions...Hm, immortal angel with thousand years of anger, pain and madness, released right besides Crissilliur, what could possibly go wrong? I'd imagine that a week later your party will be thinking about "how do we capture The Angel of Death" and "let's be friends with Clergy from now on". Honestly, this can create dozens of plot interactions, it all depends on your own decision.</p><p></p><p>EDIT: just to clarify: if your group manages to do this, it will still be awesome. Which doesn't mean it's safe or clever <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite8" alt=":D" title="Big grin :D" loading="lazy" data-shortname=":D" /> I'm a bit behind you (train just arrived in Trekhom), but I can see my party doing exactly the same...</p></blockquote><p></p>
[QUOTE="hirou, post: 6532166, member: 6776023"] I assume that you're playing 4ed, cause I only have 4ed version right beside me. 1. Rod of Negation dispels a magic phenomenon if you beat Charisma check with DC equal to 10+the level of the effect's creator. I think it's safe to assume that enchanters of Crypta were at least level 10. If you're feeling particularly nasty, consider that Clergy was likely throwing everything they could to create this vault; in this case it should be level 20, with DC 30 total. Note that this is raw ability check, not skill check. It's not unbeatable, but pretty hard. 2. On the other hand, Rod of Negation has some pretty nasty curse effects. Can they really survive without having any beneficial magic long enough to return to the vault? Or did they identify the rod before using it and therefore nobody is cursed yet? 3. Personally, I decided beforehand that Linia is imprisoned in extradimensional space filled with some harmful substance, to increase her suffering (think of it as the Rope Trick ritual, with indestructible chains instead of rope). When someone enters the hall, she drops down through the portal in the ceiling, then chains slowly bring her back (for maximal impression of the viewers, her shouts abruptly cut off once she is inside). Ritual is bonded to chains themselves as focus. Once again, they can try dispelling all and everything... but have fun with 7 separate dispel attempts, one for each chain. 4. If you already established that chains end up just in stone... Actually, the above-mentioned setup can still work. Consider that each chain ends in separate Rope Trick dimension, perhaps slightly below the stone surface. Feel free to add some contingency traps and curses against heretics who try to dispel them. 5. Clergy is likely to increase the security on the island after the break in (see adventure 8), don't forget about it. At least their attempt definitely won't stay unnoticed. Considering the consequences of such actions...Hm, immortal angel with thousand years of anger, pain and madness, released right besides Crissilliur, what could possibly go wrong? I'd imagine that a week later your party will be thinking about "how do we capture The Angel of Death" and "let's be friends with Clergy from now on". Honestly, this can create dozens of plot interactions, it all depends on your own decision. EDIT: just to clarify: if your group manages to do this, it will still be awesome. Which doesn't mean it's safe or clever :D I'm a bit behind you (train just arrived in Trekhom), but I can see my party doing exactly the same... [/QUOTE]
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