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Story Hour
The Risen Goddess (Updated 3.10.08)
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<blockquote data-quote="(contact)" data-source="post: 463872" data-attributes="member: 41"><p>Meta-game notes: As soon as the other DM in this campaign took the group to the Forgotten Realms, I knew that I wanted to make a specific statement. I remembered with chagrin the old FR modules where Elminster or Khelben would show up at the end of the PC’s adventure in order to save them and resolve the plot. I wanted the Champions of the Risen Goddess to show up at the end of Elminster’s module and save him for a change! With the Heart of Nightfang Spire, I got my chance.</p><p></p><p>The party’s return of Palatin Eremath’s stars to the night sky had attracted the curiosity of the Realm’s great personages, and as we shall soon see, Elminster and Khelben had became embroiled in a deific plot line that they did not understand, and could not resolve. </p><p></p><p>Enter Taran, Thelbar, Kyreel and Indy to save the day.</p><p></p><p>In order to provide a rationale why a pair of powerful wizards could be so helpless, I realized that godly magic would have to be involved. If Corellon Larethian banished this temple to a guarded demi-plane, and bound Gulthais within a sealed anti-magic zone, it made sense that a wish might get the wizards in, but not out again. Sort of a Roach Motel for archmagi.</p><p></p><p>Thanks to the <a href="http://pub56.ezboard.com/baquerra" target="_blank">Rat Bastards over at the Aquerra boards</a> for the mechanics of this idea.</p><p></p><p>The boss-fight needed a re-think if it was to prove any sort of challenge for the group within an antimagic zone. So I made the main villain a high-level monk, and had gleeful visions of the party fighting him tooth and claw without their magic armor or weapons. Of course, it didn’t work out that way, but the fight played to my benefit at any rate. We’ll be meeting that villain again, I’m sure, as the truth of the Risen Goddess and her history with the elven pantheon reveals itself further.</p></blockquote><p></p>
[QUOTE="(contact), post: 463872, member: 41"] Meta-game notes: As soon as the other DM in this campaign took the group to the Forgotten Realms, I knew that I wanted to make a specific statement. I remembered with chagrin the old FR modules where Elminster or Khelben would show up at the end of the PC’s adventure in order to save them and resolve the plot. I wanted the Champions of the Risen Goddess to show up at the end of Elminster’s module and save him for a change! With the Heart of Nightfang Spire, I got my chance. The party’s return of Palatin Eremath’s stars to the night sky had attracted the curiosity of the Realm’s great personages, and as we shall soon see, Elminster and Khelben had became embroiled in a deific plot line that they did not understand, and could not resolve. Enter Taran, Thelbar, Kyreel and Indy to save the day. In order to provide a rationale why a pair of powerful wizards could be so helpless, I realized that godly magic would have to be involved. If Corellon Larethian banished this temple to a guarded demi-plane, and bound Gulthais within a sealed anti-magic zone, it made sense that a wish might get the wizards in, but not out again. Sort of a Roach Motel for archmagi. Thanks to the [URL=http://pub56.ezboard.com/baquerra]Rat Bastards over at the Aquerra boards[/URL] for the mechanics of this idea. The boss-fight needed a re-think if it was to prove any sort of challenge for the group within an antimagic zone. So I made the main villain a high-level monk, and had gleeful visions of the party fighting him tooth and claw without their magic armor or weapons. Of course, it didn’t work out that way, but the fight played to my benefit at any rate. We’ll be meeting that villain again, I’m sure, as the truth of the Risen Goddess and her history with the elven pantheon reveals itself further. [/QUOTE]
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