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<blockquote data-quote="Fastjack" data-source="post: 6154391" data-attributes="member: 6747838"><p>I just want to thank you for your replies, they are exactly what I was looking for. I really like your idea that the temples exist in order to provide sacrifices (and as the incense which they are familiar with already). I think air temple hiring them to attack earth or fire and then betraying them as soon as they can would be a suitably evil thing, if they win they have killed two temples so Hedrack will hear about these Yojimbo dudes messing things up and send his assassins. Getting to the earth temple will provide them opportunities to level-up along the way and maybe even get a gate assault if the main gate suspects they are air aligned (given the troglodyte cleric's affinity with the Earth temple). I also like your use of 'bonus xp' for really messing up temple plans. Your players rolled it all into a bluff through the OF, which sounds totally badass and would probably make the adventure WAY mroe memorable than if you just hacked your way through.</p><p></p><p>I just need to make sure the betrayal doesn't result in TPK, maybe if they lose they will get used in the arena or some other less-than-death fate. As you point out they are insane chaotic evil cultists.</p><p></p><p>Again thanks for all the great ideas/advice.</p></blockquote><p></p>
[QUOTE="Fastjack, post: 6154391, member: 6747838"] I just want to thank you for your replies, they are exactly what I was looking for. I really like your idea that the temples exist in order to provide sacrifices (and as the incense which they are familiar with already). I think air temple hiring them to attack earth or fire and then betraying them as soon as they can would be a suitably evil thing, if they win they have killed two temples so Hedrack will hear about these Yojimbo dudes messing things up and send his assassins. Getting to the earth temple will provide them opportunities to level-up along the way and maybe even get a gate assault if the main gate suspects they are air aligned (given the troglodyte cleric's affinity with the Earth temple). I also like your use of 'bonus xp' for really messing up temple plans. Your players rolled it all into a bluff through the OF, which sounds totally badass and would probably make the adventure WAY mroe memorable than if you just hacked your way through. I just need to make sure the betrayal doesn't result in TPK, maybe if they lose they will get used in the arena or some other less-than-death fate. As you point out they are insane chaotic evil cultists. Again thanks for all the great ideas/advice. [/QUOTE]
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