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<blockquote data-quote="Guilt Puppy" data-source="post: 405976" data-attributes="member: 6521"><p>Didn't want to overload campaign-specific details in the original post, but:</p><p></p><p></p><p></p><p>Tower of Vecna (used by the lich king as his conduit to godhood) at center of continent suppresses plant growth and spawns undead for hundreds of miles around simply because it is so frickin <em>evil.</em></p><p></p><p>They may well decide to try to destroy the place -- whether or not they can, and what that might do, I'm still undecided. Of course, its existence hinges on the fact that Vecna could not destroy it himself, to keep others from using it... Although I may change that so that his godhood is contingent upon its existence (sort of like a giant phylactery), so that the players can have a bigger final accomplishment.</p><p></p><p></p><p></p><p>It's well across the ocean from anywhere the players have ever been... For sake of distinction, let's call them the dead continent and the living continent (they don't have names, because most people aren't aware that multiple continents exist -- no need to call them anything). They have, however, seen a few relics from that civilization (which had briefly established settlements in the living continent), which tie to an old religion with Gods who are no longer recognizable (fill in backstory about Vecna's rise to power inciting God wars... Vaguely parallels Iuz in the standard Greyhawk mythos)</p><p></p><p></p><p></p><p>Whatever interactions there are, it becomes difficult and counterproductive for the players to get drawn in... Getting caught in the crossfire still wouldn't be very much of an obstacle, as the power level of the players will be proportionally much higher than the inhabitants (otherwise, they would have figured out a way out of this awful place). Of course, establishing modes of behavior for the races could be useful: IE, players get attacked by elves when wandering to close to ruins, dispatch them easily but figure out they're just trying to protect their home, then encounter another set of ruins with a whole bunch of <em>dead</em> elves, and figure out that BBEG was (for whatever reason) interested in that particular place.</p><p></p><p></p><p></p><p>As designed, it's intended to become more and more difficult to remain alive the closer you get to the tower... Tying to question 6 though, I'm sure the Mind Flayers could find a way to have some hand in it (although they wouldn't blindly worship -- more like study).</p><p></p><p></p><p></p><p>Simple: Terrain change. I'm hoping that this, as a quest, can take the players from 12th to 20th level... A lot of travelling, and I need to use any scenery variations available to mix things up.</p><p></p><p></p><p></p><p>Not a bad idea... Tying that in with the Mind Flayers studying the tower idea, that may be there way of surviving within its vicinity. Plenty of slaves, who they can use not only for food, but for protection (at least distraction from the aforementioned undead hordes).</p><p></p><p>Their influence could go beyond the immediate vicinity of the tower... They could easily establish themselves as gods to a few tribes nearer to the center of the continent, and then funnel back "chosen ones" (read as: rolled a high Int, tasty brains) to supply the primary group.</p><p></p><p>One hole there, though, is that the tower's guardian would have come up with some method to dispatch them if they were showing so much interest in the place. Easy out is that they don't seem to understand its purpose (hell, I could go a little Cthulhu and have them interested in calling back to earth the "great old one"... at least one of my players would catch the joke), and so they don't pose a threat.</p><p></p><p>In either the case, I can add in a hook regarding the mind flayers shortly before the players dispatch BBEG.. Then they should follow that up, save some poor acolytes, slay some stuff and learn about the tower... Granted, this falls back into the standard adventure mold, but it flows nicely and follows upon one line of interest.</p><p></p><p></p><p></p><p>Definitely some good ideas from that. Thanks lots <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Guilt Puppy, post: 405976, member: 6521"] Didn't want to overload campaign-specific details in the original post, but: Tower of Vecna (used by the lich king as his conduit to godhood) at center of continent suppresses plant growth and spawns undead for hundreds of miles around simply because it is so frickin [i]evil.[/i] They may well decide to try to destroy the place -- whether or not they can, and what that might do, I'm still undecided. Of course, its existence hinges on the fact that Vecna could not destroy it himself, to keep others from using it... Although I may change that so that his godhood is contingent upon its existence (sort of like a giant phylactery), so that the players can have a bigger final accomplishment. It's well across the ocean from anywhere the players have ever been... For sake of distinction, let's call them the dead continent and the living continent (they don't have names, because most people aren't aware that multiple continents exist -- no need to call them anything). They have, however, seen a few relics from that civilization (which had briefly established settlements in the living continent), which tie to an old religion with Gods who are no longer recognizable (fill in backstory about Vecna's rise to power inciting God wars... Vaguely parallels Iuz in the standard Greyhawk mythos) Whatever interactions there are, it becomes difficult and counterproductive for the players to get drawn in... Getting caught in the crossfire still wouldn't be very much of an obstacle, as the power level of the players will be proportionally much higher than the inhabitants (otherwise, they would have figured out a way out of this awful place). Of course, establishing modes of behavior for the races could be useful: IE, players get attacked by elves when wandering to close to ruins, dispatch them easily but figure out they're just trying to protect their home, then encounter another set of ruins with a whole bunch of [i]dead[/i] elves, and figure out that BBEG was (for whatever reason) interested in that particular place. As designed, it's intended to become more and more difficult to remain alive the closer you get to the tower... Tying to question 6 though, I'm sure the Mind Flayers could find a way to have some hand in it (although they wouldn't blindly worship -- more like study). Simple: Terrain change. I'm hoping that this, as a quest, can take the players from 12th to 20th level... A lot of travelling, and I need to use any scenery variations available to mix things up. Not a bad idea... Tying that in with the Mind Flayers studying the tower idea, that may be there way of surviving within its vicinity. Plenty of slaves, who they can use not only for food, but for protection (at least distraction from the aforementioned undead hordes). Their influence could go beyond the immediate vicinity of the tower... They could easily establish themselves as gods to a few tribes nearer to the center of the continent, and then funnel back "chosen ones" (read as: rolled a high Int, tasty brains) to supply the primary group. One hole there, though, is that the tower's guardian would have come up with some method to dispatch them if they were showing so much interest in the place. Easy out is that they don't seem to understand its purpose (hell, I could go a little Cthulhu and have them interested in calling back to earth the "great old one"... at least one of my players would catch the joke), and so they don't pose a threat. In either the case, I can add in a hook regarding the mind flayers shortly before the players dispatch BBEG.. Then they should follow that up, save some poor acolytes, slay some stuff and learn about the tower... Granted, this falls back into the standard adventure mold, but it flows nicely and follows upon one line of interest. Definitely some good ideas from that. Thanks lots :) [/QUOTE]
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