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The Liberation of Tenh Plot Thread

(contact)

Explorer
The Liberation of Tenh Story Hour .

The compiled logs can also be read in .rtf format, and you can get them at the Liberation of Tenh home page: http://home.earthlink.net/~cklarock/campaigns/tenh.htm

**SPOILER ALERT**

This will be the thread where I shamelessly beg all of you for your best, brightest and absolute naaaastiest ideas for my LoT game. Please subscribe to this thread and help me make my player's lives delightful by making their characters' lives miserable.

Any and all suggestions are welcome.

For more concrete information about the characters of the LoT, the LoT Rogues' Gallery can be found here.
 
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(Whispering) Don't tell Littlejohn, but there are no more updates to post-- this thread is completely up to date with the campaign.

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Which brings me to my next question: What would you like to see in the LoT? If you were playing in this campaign, what would you do? If you were DMing this campaign, what would you do?

The group has defeated the Iuzian forces around the mines of Cur'ruth, and established themselves and their militia in the area. Tau has gone mysteriously missing during a research trip to Wintershiven, there are possibly Iuzians in Chendl still at large (certainly Lucius is still 'alive'). The plot against the prince has never been explored, and who knows why the Celestial motes gather beneath the mines. Prisantha, gods have mercy, now has a crystal ball of true seeing . . .

Of course, your idea might have nothing to do with any of these things.

Feel free to post at will, my players don't read these boards.
 

What should they do next?

Difficult question - I think they should definately follow up on what's happened to Tau.

But if I were in the party, I think now would be the time to try to "take it to the man" - they've dleared out most of the area they are in, now they need to try to get to the rest of Iuz's priests, and actually take the initiative in the situation.

So, does this mean they have liberated Tenh?

Contact - thanks for all the great hours of reading you've given me with both RttToEE and this game.

:-)

Duncan
 

[i]What[/i] to do?

I think the best opportunity for Liberator roleplaying and combat goodness is a mysterious, or not so mysterious death of the King of Furyondy, and the required ascension of Thrommel the Unready.

The LoT's all have ties to Furyondy in one way or another. And better still, now is the Perfect time for the Theocracy of the Pale to have created a breach in the ...ahhh...kingdom that was formerly keeping them from Tehn. And what has been happening in Urnst this whole time (it protects Furyondy's flank). this could make for a tough political Triangle (TotP, Furyondy, and Urnst)

Involve Lucious and Iuz directly - or expose the innner polical working of the lesser Boneheart.

(contact), you know where to reach me in certain other (RB) forums if you want to toss around ideas at lenght.
 

Two words: Scarlet Brotherhood

If it's Greyhawk, you can always involve more baddies. The Scarlet Brotherhood is one of the best.
 

The scarlet brotherhood would be fun to fight, but I'm already in over my head with bad guys. Right now we've got:

  • a definate villain in the forces of Iuz-- chaotic evil, barbarians and demons
    a definate villain in the conspiricy against Thrommel -- unknown
    a possible villain in the Mayor of Stoink -- chaotic evil, rogues
    a possible villain in the Church of Pholtus -- Lawful Neutral, celestials

But that's neither here nor there. There is always room for more bad guys in a D&D game, right? How would you use the Scarlet Brotherhood? What did you have in mind?

What would happen if King Belvor died, and who could kill him?

What *has* been happening in Urnst?

Do the Pale have plans for Tenh? What are they?

Check out the
Liberation of Tenh Rogues Gallery for a list of the most relevant NPCs.
 
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(contact) said:
who knows why the Celestial motes gather beneath the mines.

Tau has gone mysteriously missing during a research trip to Wintershiven

a possible villain in the Church of Pholtus -- Lawful Neutral, celestials

Well, since you have a dangling story hook with the celestial emotes, and a potential celestial adversary, I see a lot of opportunities there.

Here's an idea:

The Church of Pholtus has a vested interest in events in Tenh: Tau is, after all, a powerful member of the faith (though not, IIRC, in their best books at the moment!). If nothing else, they recognise that there will be a power vacuum in the area if the Liberators succeed in ousting the followers of Iuz. As that has been looking more and more possible, it stands to reason that their interest would only have increased. They could also have heard hints of the celestial emotes, though this isn't necessary at this point - not yet, anyway.

So when Tau goes off alone to Wintershaven the Church acts to secure their 'prodigal son' and get all the information they can. Powerful defensive wards (secured in place with Hallow) would keep their prisoner hidden until all necessary information could be gleaned.

Now the Church is moving, sending powerful forces - backed with clerical and celestial might - into Tenh in order to "restore order". Their public objective is true enough, but there is also a secret agenda - a select group will be responsible for tracking down the celestial emotes. It's up to you how much or little the church knows of these creatures up front: maybe they have only the vaguest of hints, maybe they know everything except the specific location.

In any case, the autocratic, LN church has had run-ins with the Liberators before, and almost certainly will again. Those frictions can quickly escalate as the church imposes strict restrictions on travel and demands that all citizens submit to random searches. The church, of course, says this is done simply to help locate Iuzian agents (this may even be true - it should still upset the Liberators when an officious cleric demands to go through their personal effects).

Sooner or later, the Liberators catch wind of the church's investigation into the emotes, or perhaps learn of Tau's fate: either option is a good final step toward prompting a violent confrontation. Of course, once violence does occur, the church will declare the Liberators outlaws, and begin to hunt them in earnest.

Thus, you have the Liberators on the run, while looking for Tau and trying to protect the emotes.

As for the emotes themselves, maybe they linger in this place because a god once died or was imprisoned there? Perhaps the emotes are the only remnant of this forgotten deity's power. This could lead to an epic struggle as the Liberators try to restore this lost god of the Tenh to existence, and the Church of Pholtus tries to gain the emotes for their own ends - presumably the chance to make Pholtus more powerful, and to prevent any rival religion amongst the Tenh.

Use as much or as little as you would like, but this is probably more or less what I would do.

(oh, and don't forget to occasionally have the Iuzians pop up and attack the Liberators, the Church, or both - might be amusing to have a situation where the PCs and the Church are fighting, then suddenly find themselves under attack from a mutual enemy)
 

The Company of the Random Encounter story hour just blipped on my 'must read' radar.

Thanks, Adam! That's a fantastic post, and entirely in line with what I had in mind for the emotes and the Pholtans. Re-read out the mystery that Tau was investigating, and you'll see the seeds for this very sub-plot. The Pholtans will *not* be happy with the true purpose of the emotes (should it come to pass), and for various reasons, neither will the Iuzians. Those emotes are the most precious resource Good has in the Eastern Flannaes right now, but the Liberators don't realize this yet. (And they won't if they don't rescue Tau!)

However, I hadn't considered that the Pholtans would have celestial might backing them up. That will be fun, since the Liberators have never fought with the 'good guys'.

The Pholtans won't be able to get as far North as the Liberators are any time soon. Right now, there is a buffer between the Pholtans and Cur'ruth-- the Troll King. The PCs have been yawning to themselves about the trolls, so I was going to use the Pholtans to remove that plot hook.

I had imagined that Tau was being 'put to the question' in Wintershiven. He pretty much ruined his relationship with Pholtus during the play of the game, and his higher-level spells aren't being granted at all. I imagined that either the Liberators rescue Tau, or he would be executed for Intolerable Heretical Practices and Ideas Contrary to the Law.

However your post made me consider this point: The hierarchy of the church needs Tau in order to advance their political agenda. Yes, he is bordering on heresy with his unique ideas and his crazy 'think for yourself' attitude, but he is Heydricus' childhood friend, and the Liberators are the wildcard in the Pale's plan to annex Tenh and 'unify' the Flan people under the Right Lordship of Pholtus' Chosen.

Would Tau give up his suspicions about the emotes and what the mines at Cur'ruth really are? How complete is his disenchantment with the Church?

Here's another question-- now that the PCs have defeated the Bleeding Stone, what are the Iuzians going to do to get retribution against the PCs?
 

The Company of the Random Encounter story hour just blipped on my 'must read' radar.

Woo hoo! :)

Though I should mention that CotRE is a little unusual: lots of players (operating on a rotating basis) and a light, sometimes almost farcical, tone.

Mind you, if you think of it as ToEE2 without the rampant character death, you'll probably feel right at home :).

However, I hadn't considered that the Pholtans would have celestial might backing them up. That will be fun, since the Liberators have never fought with the 'good guys'.

I actually had assumed you had, given that you mentioned them under the Pholtus entry for potential enemies. In any case, they could be a nasty surprise for a party that is kitted out to fight evil. I'm not sure if the moral quandary would work or not - the Liberators may be a little too brutalised by their previous struggles to quibble over breaking a few celestial heads - particularly if all that happens is the Celestials get banished from the Prime.

Though maybe, if those Celestials had been called, rather than summoned ...

The Pholtans won't be able to get as far North as the Liberators are any time soon. Right now, there is a buffer between the Pholtans and Cur'ruth-- the Troll King. The PCs have been yawning to themselves about the trolls, so I was going to use the Pholtans to remove that plot hook.

I would suggest having the Pholtans move in that direction: don't be surprised if that alone makes the PCs more interested in looking into the Troll King ("what do the Pholtans know that we don'?"). This would be particularly true if someone matching Tau's description is seen accompanying the Pholtan forces. Which brings me to your next point ...

I had imagined that Tau was being 'put to the question' in Wintershiven. He pretty much ruined his relationship with Pholtus during the play of the game, and his higher-level spells aren't being granted at all. I imagined that either the Liberators rescue Tau, or he would be executed for Intolerable Heretical Practices and Ideas Contrary to the Law.

However your post made me consider this point: The hierarchy of the church needs Tau in order to advance their political agenda. Yes, he is bordering on heresy with his unique ideas and his crazy 'think for yourself' attitude, but he is Heydricus' childhood friend, and the Liberators are the wildcard in the Pale's plan to annex Tenh and 'unify' the Flan people under the Right Lordship of Pholtus' Chosen.

Would Tau give up his suspicions about the emotes and what the mines at Cur'ruth really are? How complete is his disenchantment with the Church?

To start with the last question, Tau might not need to "give up" anything. There are a lot of ways of getting information out of people, and a Lawful Neutral church will not be averse to trying all of them, I expect. Mind reading magics, torture, compulsion spells - they're all of use (consider the use of a poison that reduces Wisdom, followed by compulsion magics against the reduced Will save).

I agree that the Church needs Tau: he's a powerful figure, he has the trust of the Tenha, and he is friends with the Liberators. The only problem is how to get him back "in the fold". Compulsion - powerful magical ones - might be the easiest way.

Now normally the Church might not stoop to such tactics (or maybe they would), but in a situation like this, where Pholtus' Will is presumably very clear, I'd expect the ends to justify the means.

So the Church "re-educates" Tau, causing him to "see the light". He then leads an attack into the Troll King's territory. That should draw your players like flies to honey ... and then they will want to stick around, doubtless being suspicious of this "reformed" Tau.

Or maybe Tau really does see the light. I mean, what's a Priest to do if his own God tells him that he must obey? Can he really believe that his own conscience would take precedence over his God's commands? And if he does, where does it leave him? (obviously ultimately he could become the first cleric of the Tenha God, but in the short term?)

If Tau is brainwashed / persuaded to rejoin the fold, then I suggest that the emotes be made the key to restoring him to himself. Perhaps he learned something critical before he was captured, and experiencing the emotes again would unlock that hidden knowledge.

But in any case, with or without Tau, I think now is time for the Pholtans to begin to move. There are still sufficient evil forces in the area for them to portray their act as a virtuous crusade, but at the same time those forces have been weakened enough to make Pholtan victory all but assured - except, of course, for the Lierators.

Here's another question-- now that the PCs have defeated the Bleeding Stone, what are the Iuzians going to do to get retribution against the PCs?

It's not clear to me if the Stone was actually destroyed, or just driven off ... but in either case, I would surmise that the Iuzians can strike back through a number of options:

1. Hit them where they aren't.
Launch random terror attacks on the populace. If you massacre a few villages, you'll hurt the LoT just as much as if you attacked directly.

2. Impersonate them
The forces of Iuz can issue a false call on the LoT's behalf, calling for an army of volunteers to assemble at a certain point to help them clear out the rest of the land. The LoT would almost certainly have to go there, for fear of a massacre. But the Iuzian plan is simpler than that: they just want to lumber the LoT with providing food and lodgings for their several hundred volunteers (which should keep them busy) and maybe even work a couple of spies or assassins into the recruits.

3. Disappear
Oernight, all Iuzian agents vanish from Tenh. Where are they? What are they doing? What will happen now that any kind of authority has completely vanished?
This kind of sudden action will have two effects: one, the PCs will get jumpy when they can't find their enemies; and two, run them ragged trying to restore order to everywhere at once.

Those are just some thoughts, anyway - see what you can do with them.
 


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