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The Liberation of Tenh Plot Thread

Crikey! Quite a lot to consider here. All right, lemme list some things I'd like to see for purely selfish reasons:

— An Iuzian militant order. I love templars and (un)holy knights, because they add a new kind of texture to any given faith above and beyond the standard. Of course, since the faith is basically CE, that means you don't get the same levels of discipline you'd get with a lawful faith, but even so it would be cool to see some more straight-up fighter (and barbarian?) "knights" of the Old One.

— Along that same line, a Pholtan militant order would also rock on toast, and would be much easier to work in (if perhaps ultimately not quite as flavorful). I'd certainly like to see more of the mystery that Tau was investigating, and if that's gonna happen only if the Liberators start butting heads with the Pale, then bring it.

— More scenes where the Liberators get to mingle with "high" society. Some of my favorite moments in the campaign come from dealing with the Stoinker top brass and the various nobles of Chendl. The Liberators are great in those situations, so if the players enjoy them, give 'em more! Heck, a masked ball is kind of a stereotype in most swashbuckling campaigns as a place of intrigue and assassinations — unleash the not-always-genteel Liberators and their not-genteel-even-under-threat-of-torture Iuzian enemies on something like that, and the results could be remarkable.

— The idea of the Iuzians impersonating the Liberators to draw them out is probably my favorite of the "must get revenge" ploys. Heck, why stop there? You've already proven that you enjoy putting the Evil in the dead Heroes of the Temple. If you provided the Iuzians with a way to take the inert body created by a clone spell and give it a possessing spirit (of Evil!), then the Liberators are only a few tissue samples away from the kind of mirror universe storyline that could actually be pretty cool in the hands of a good gaming group. (C'mon. Evil Heydricus. Parody of Heydricus' already outrageous personality. Goatee optional. Evil Prisantha. Evil Jespo. Evil Fräs… again. You know you want to.)

— Now you've teased the Boneheart. You have to use them. When reading the original writeup for a freak like Jumper, I was pretty unimpressed, but considering the way your DMing style and writing style work, I'm suddenly more interested in how you might interpret him.

— The ascension of Thrommel the Unready (excellent phrasing, incognito) would be pretty cool, but the trouble therein would be that the heroes would theoretically have to spend almost all their time keeping him on the throne and preventing others from manipulating his poor gullible self to fit their agendas. I think we've already seen that Jespo can't handle that responsibility on his own (sorry, Jespo, but it's true). I like the idea of hopping back and forth between civilized, upper-class intrigues and brutal, bloody fights against some of the most outrageous villains seen in Greyhawk, and I'd hate to sacrifice one for the other.

— And of course, there's plenty of liberation yet to be done, what with Jumper's letters helpfully providing a few push-pins with "Hit Me" labels for the wall-sized map of Tenh. I can't say I'm sick of it yet. It's old-school.

— And if none of your players decide to pursue those lovely legend lore clues, then you should smack them around for being ingrates.
 

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I think playing up the Paleish plot is great. It can lead to some good morality situations. The Iuzians are easy to kill and oppose because they are evil through and through.

I can see the forces of the Pale using their knowledge of the law and such to prove that they have ownership of parts of Tenh. The Pholtan bookkeepers work to produce documentation due to old decrees that gives them ownership of various parts of Tenh. They then back those old writs up with templars and clerics. A theocracy focused on expansion can be a dangerous thing.

Also, instead of celestials use summoned Inevetables (from MotP). They would be great for enforcing Paleish law and trying to take out the Liberators.

Make sure to bring back the Bleeding Stone after the characters are wrapped up with the threat from the Pholtans. Nothing like an evil sentient artifact with a grudge against the characters to cause problems when you least expect it.

I can't wait to see where all this brainstorming will take the game. I do want to see the Liberators fight a real dragon sometime (instead of some hideous giant/dragon hybrid). Don't know where you would put that in so file that in the bin under "stuff to do later."
 

I have an utterly evil idea for a thieves/Assasin's guild in Furyondy, who could infiltrate and take down Belvor.

They call themselves the sister's of Mercy. They have a Cleric of We Jas, a Monk, a Ranger Assassin, and a bard

Here's the catch: the highest members are all monster's who have REALLY annoying abilities, within abilities...

want a hint? A medusa with levels of assassin, who stalks her prey using improved invisibility. If you use see invisibility...heh, heh, heh...

Best part: No succubus
 
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Urbanmech, Barastrondo-- great posts, so full of good (bad) ideas-- I'm almost cackling.

Incognito! Do you want to stat up your baddies (or flesh them out a bit)? If so, send them to cklarock@hotmail.com, or post them to the LoT Rogues Gallery thread. The Liberators are 14th level-ish now, so make the baddies between 16th and 18th level. The Liberators will level once or twice before they fight these guys, most likely.

I think I'm going to tie these assassins in with the He-Man-Heydricus-Haters'-Club. As originally suggested by the poster Old One:
"Heydricus' Lovelife: Lots of fun to be had here! How about tying the new boyfriends of the old lovers together in a rather complex web. They are tired of their lovers' breasts heaving with any mention of Heydricus and have formed an "I hate Heydricus" club, seeking to discredit and oppose the sorcerer politically (since they can't stand up to him toe-to-toe).

The He-Man-Heydricus-Hater's-Club are the ones who had the Provost Marshall replaced, and managed to get their own guy in charge of all the money [De La Soul] All the money [/De La Soul].

Of course, we're all into this Pale angle, and I will definately use y'all's ideas. Yesterday, I spend about three hours before the game creating prestige classes and even a variant paladin class for the Theocracy of the Pale, then statting up knights templar and their celestial allies. But the Liberators have completely and entirely ignored the Pale . . .

We ran an information gathering and role-play session. Lots of fun, and more really, really twisted Iuzians than you can shake a stick at! But no Pale! None of the Liberators are worried about Tau. (?) Heydricus said something dismissive about the Pale and their claim on Tenh to the effect of "They can bring it. Pale or Iuzians, it makes no difference to me!"

So I guess the 'moral quandry' angle is out. ;)

Look for an update in the next day or two, and thanks again for the fantastic ideas!
 

(contact) said:
Heydricus said something dismissive about the Pale and their claim on Tenh to the effect of "They can bring it. Pale or Iuzians, it makes no difference to me!"

So I guess the 'moral quandry' angle is out. ;)

Can't say I am surprised to hear this, given what the Defenders have been through!

... but I think Heydricus underestimates the challenge of facing non-evil foes. Dabus' Good domain, Prisantha's Magic Circle vs Evil, Heydricus' Detect Evil ... all useless (or nearly so) against LN opponents.

Give the Pale some good, solid Smite Chaos abilities, and the Defenders - especially big H - could be in a world of pain :)
 

Capellan said:
Give the Pale some good, solid Smite Chaos abilities, and the Defenders - especially big H - could be in a world of pain :)

Yes, no doubt. I'm considering giving the Pholtans the option of "infidel" to go along with any spell that uses an alignment descriptor.

An "infidel" would be anyone who uses divine magic not originating from Pholtus.
 

Down with the People Liberation Army of Tenh! Hurray for the Tenhian People liberation army!

/monthy python

I have to agree that the divine champion prc in the FRCS is realy good. It fits almost any religion, and is a good options for people who want to be paladins of non-lawfull gods, or maybe want to be a paladin but not all the way. I also like the fact that it is only 5 levels.

Ancalagon
 

Here's my Pholtan variation on the Divine Champion prestige class:

PRESTIGE CLASS: PHOLTAN TEMPLAR

The ranks of the Pholtan faith are bolstered by a select group of knights who have dedicated themselves unwaveringly to the Light and Truth of Pholtus—The Pholtan Templars. Guardians of temple grounds, elite soldiers for the Faith and leaders of men, Pholtan Templars are the best and brightest, protectors of the One True Way. Let no man obscure the Light of Truth through inaction or misdeed when a Pholtan templar is near!

Fighters make up the vast majority of the templars, although paladins and clerics are common as well, and are highly respected for their curative magics. An occasional Pholtan monk finds his way into the order, often hoping to become more closely involved with temporal matters as a result. Ranger Pholtan templar are possible, but the likelihood of any character using arcane spells being introduced into the ranks of the Pholtan templars is slim to none. There has never been a barbarian Pholtan templar.

Hit Dice: d8.

REQUIREMENTS
Alignment: Any Lawful
Base Attack Bonus: +7
Skills: Knowledge (Religion) 5 ranks, Knowledge (Law) 5 ranks
Feats: Iron Will
Special Requirements: The Pholtan templar must have demonstrated extreme dedication to the rites and dogma of the Pholtan faith. A potential templar must be sponsored by an existing templar, and must also have a completely unblemished record. If any cleric or paladin

CLASS SKILLS
The Pholtan templar’ class skills (and the key ability for each) are: Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (Religion) (Int), Ride (Dex), Swim (Str).

Skill Points at Each Level: 2 + Int modifier.

Lvl/BAB/Fort/Ref/Will Special
1 +0 +2 +0 +2 Dedicated Lesser, Divine Resistance +1
2 +1 +3 +0 +3 Call Upon Aid
3 +2 +3 +1 +3 Smite Infidel, Divine Resistance +2
4 +3 +4 +1 +4 Spell Resistance
5 +3 +4 +1 +4 Voice of Authority


CLASS FEATURES
All the following are features of the Pholtan templar prestige class.

Weapons and Armor Proficiency: Pholtan templars are proficient with all simple and martial weapons, with all types of armor, and with shields.

Dedicated Lesser: At first level, a Pholtan templar is assigned a subordinate, whose duty is to serve the templar in all things. This subordinate is most often a fighter or cleric (or fighter/cleric), and his level is three plus the Pholtan templar’s charisma bonus. This dedicated lesser may not be higher level than the templar, however. If the dedicated lesser is ever admitted to the ranks of the templars, he is freed of his service, and gains a dedicated lesser of his own.

Most often, a dedicated lesser is used as a messenger, a seneschal, a squire, or some combination of all three.

Divine Resistance: At first level, Pholtan templars gain a +1 divine bonus to all saving throws against divine magic not originating from Pholtus. At 3rd level, this bonus increases to +2.

Call Upon Aid: At second level, the Pholtan templar may beg Pholtus to send a representative. This ability functions exactly like the spell lesser planar ally.

Smite Infidel: Once per day, a Pholtan templar of 3rd level or higher may attempt to smite an infidel with one normal melee attack. An infidel is defined for the purposes of this effect as any character who has divine spell casting ability that does not worship Pholtus. The Pholtan templar adds his Charisma modifier (if positive) to his attack roll and deals 1 extra point of damage per level. If the Pholtan templar accidentally smites a creature that is not an infidel, the smite has no effect but it is still used up for that day. Smite Infidel is a supernatural ability.

Spell Resistance: At fourth level, the templar gains spell resistance equal to 10 + half his character level + his Cha bonus.

Voice of Authority: At fifth level, the templar is annointed with the Truth of Pholtus. He gains a +2 circumstance bonus to all Charisma-based skills, Charisma Checks, and Turn Undead attempts. Further, he is invested with temporal authority to pass judgements on citizens of the Pale.

Once per day, the templar may use his Voice of Authority to enact a greater command, as the spell.


edited to reflect comments and suggestions, below.
 
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(contact) said:
REQUIREMENTS
Alignment: Any Lawful
Base Attack Bonus: +7
Skills: Knowledge (Religion) 5 ranks
Feats: Iron Will
Dedicated Lesser: At 1st level, a Pholtan templar is assigned a subordinate, whose duty is to serve the templar in all things. This subordinate is most often a fighter or cleric (or fighter/cleric), and his level is four plus the Pholtan templar’s charisma bonus. Most often, a dedicated lesser is used as a messenger, a seneschal, a squire, or some combination of all three.

It's conceivably possible for a 1st level Templar (most likely a Pal7/PhT1) to have a 'lesser' of higher level than himself :) (Cha 18 at 1st, plus 2 stat gains = 20 = +5 bonus, +4 base levels)

I suggest adding a 'level cap' to this formula of [PhT's character level] - 1.
 

Heh, that would be funny. I'm going to leave it in, Capellan. It reminds me of Jespo and Thrommel.

"Squire?"

"Yes sir?"

"I will need level training. Tomorrow at dawn."

"Yes sir."

Eventually, the templar will have outstripped his lesser, since followers gain 1/2 xp.
 

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