Hussar said:
There is a bowl of Commanding Water Elementals in C. Depending on how you handle summoning, this could be fairly powerful.
There is the artifact in B. It's not detailed, so, you can pretty much toss in whatever you like.
good call - while my party has gone A->E I do have an NPC paladin heading through B and C so I may be able to introduce items from there if the party crosses her path.
And thanks pokedigimaniac - yes there is the watrazor in L and Eight-Strike-Fang in I (which might be the bait I need to send them north).
As an aside - there is a ridiculously powerful evil sword and evil spellbook in C. I know that if my party had gone that way, at least one of the party would have been very tempted to change alignment just to use the things. I can't think of any reason why such items would be included in WLD unless you wanted to punish people playing good characters.
What have others done with these items?
Hussar said:
BTW, I'm wondering, how much crossover do people have between regions? I don't have particularly any. The regions are considered static until the party enters them IMC. While this may be somewhat unrealistic, I'm far too lazy to start tracking what's going on in all the regions while the party is elsewhere. I did release the the cockatrice from C into B, but, that was more just color commentary than anything.
I'm thinking though, once I finish G and the celestials gain the upper hand (assuming they do), that may change. To prod the party in given directions, I think I'll have the garrison send them to scout here or there while they deal with other sections. First they'll head east to talk to the elves then west to obliterate the minotaurs and free the celestials in E.
While the garrison's numbers aren't all that great, even a small group of hound archons led by a deva would be able to depopulate any of the lesser lettered regions in pretty short order. It might take some time, but, I'm thinking that as the party continues on into the more dangerous higher lettered regions, the lower lettered regions will become more hospitable and possibly a source of aid for the party.
Once they are freed up to do that, then it becomes a sensible thing to do.
The incursion of the lesser creatures through region A, while previously ignored, should now be dealt with, especially as the party arrived that way and they have proven themselves powerful enough to deal with things that the Celestials are holding at bay. They wouldn't want an evil party hitting them from behind - especially one that has recruited all the other creatures in A-C, and neither would they want the shadows in E to be able to run rampant through A then B and perhaps C.
It also keeps the celestials from providing the party with more support for the harder sections (at least until the easier sections have all been secured).
As for the garrison sending the party scouting - this has come up just recently in my game. Scouting would normally entail getting information back to the garrisons. I'm going to drop in a variant* Crystal Hypnosis Ball (clairaudience) and have the Celestials in E give it to one of the party who has signed the garrison charter. They can use the crystal ball to make reports back to the Celestials (probably Sanjid in E), and I may even allow clairvoyance through the crystal ball for the celestials so that the scout can show visual elements in the report back. If the celestials need to get a message back to the party they can relay it through the lantern archons.
* variant would be that the person using the crystal ball isn't being
fascinated or under compulsion of a
telepathic suggestion from the "power or being from another plane".