Barastrondo
First Post
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.
— 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.