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<blockquote data-quote="Qwillion" data-source="post: 2693906" data-attributes="member: 14641"><p>Ok sent that email. I hope that truly challenges them. </p><p></p><p></p><p>You know the more I think about it, the players are being intelligent. I would think though that word would get around Region N about these undead slayers. </p><p></p><p>In my world of building a better mouse trap. The only mice left are the ones who can defeat the better mouse trap. So the designer goes back to the board and builds a better mouse trap. </p><p></p><p>Ok so the real issue is death ward. The undead are complaining to thier Master who remebers a ritual from 5,000 years ago to deal with this paltry nuscience. It might require some things, that the players could see the undead gathering. It might require a specific action that the pc's could be tricked into doing. Then a fundamental shift in the nature of Death Ward. </p><p></p><p>Possible Effects</p><p>Death Ward only grants a Fort save (or will) vs. the negative energy (fair and balance approach)</p><p>Death ward durations are reduced by 50%. (a reverse on meta magic)</p><p>Death ward now only makes you immune to a # of effect equal to your caster level. (suprise your spell is overloaded and collapses)</p><p>Death Ward doubles all negative energy attacks and the spell cannot be dismissed. (evil bastich dms only)</p><p>A curse now affects anyone who casts Death Ward. (Pick a curse any curse)</p><p>Undead can now sense the prescence of anyone guarded by death ward (act appropriately)</p><p>Undead can now absorb all necromatic spells gaining a 1d8+1 temp hp per level of the spell. (death ward is necromatic not abjuration)</p><p>X castings of death ward unleash the World Eater. (lets move along shall we)</p><p>Casting death ward now consumes the casters divine focus. (power has a cost)</p><p>All castings of Death Ward are transmuted into Slay Living. (the really evil bastich dm) </p><p></p><p> </p><p>Hmmm.... I like this so much I am going to use this when my players get to Region N.</p><p>I think I will use the rules for a magical event from DMG II</p><p></p><p>LORE: One of the Big 3 knows all about this, the others might have bits and pieces. Most of the undead have been around long enough to know about it but have no idea how to use it the players might start hearing the undead talking about the event. This should give it the sound of myth and legend with a little false lore thrown in (like one of the evil bastich ideas).</p><p></p><p>POWER: Ok a # of possible power souces for the event are in region N. The necromatic magic of the region, The negative energry of the region, the wards that guard the region, the evil of the region, and the power of the world eater. </p><p></p><p></p><p>CATALYST: a small object, portable, mundane but rare here. It should be of the highest craftmanship but pure in it's simplicity. I am thinking a simple golden orb. </p><p></p><p>TRIGGER: Ok, I am thinking that only a living creature can pull this off, otherwise the undead would be doing it all the time. I think the should have to place the special object in a special place. I don't think time should be a factor other than perhaps a duration of the effect, I think the effect will only last for a year and a day. Nothing to the undead that live here. </p><p></p><p></p><p>With these thoughts in mind perhaps I can trick my PC's into creating the magical event for me. I can lay down disinformation though the undead ala "I hope they don't activate the celestial failsafe, the whole region would be engulfed by sunlight and the positive energy plane" </p><p></p><p>I think I can set it up to look like the classic old rpg way to defeat the an entire region. If they are lucky I will leave some very subtle clues to one player that this might be wrong. hehehhehe if they are really lucky I won't make it the most unobsurvent memeber of thier group. </p><p></p><p>If it goes off then this will be the effects (I am combining)</p><p></p><p>Casting death ward now consumes the casters divine focus. (power has a cost)</p><p>A curse now affects anyone who casts Death Ward. (Pick a curse any curse)</p><p>Undead can now sense the prescence of anyone guarded by death ward (act appropriately)</p><p>Death Ward doubles all negative energy attacks and the spell cannot be dismissed. (evil bastich dms only)</p><p></p><p>I think this will put a big red flag that death ward is bad, the player will not cast it again right away and only one character is going to be chased down for having death ward on him. </p><p> </p><p></p><p>ENDING EVENT: I think I will even give the players a chance to end the event if they gather all the pieces together that release the world eater but then again I am a bastich dm. </p><p></p><p></p><p>What do you guys think. </p><p></p><p>Just a note, death ward is pretty basic spell it makes me wonder how well this region was playtested.</p></blockquote><p></p>
[QUOTE="Qwillion, post: 2693906, member: 14641"] Ok sent that email. I hope that truly challenges them. You know the more I think about it, the players are being intelligent. I would think though that word would get around Region N about these undead slayers. In my world of building a better mouse trap. The only mice left are the ones who can defeat the better mouse trap. So the designer goes back to the board and builds a better mouse trap. Ok so the real issue is death ward. The undead are complaining to thier Master who remebers a ritual from 5,000 years ago to deal with this paltry nuscience. It might require some things, that the players could see the undead gathering. It might require a specific action that the pc's could be tricked into doing. Then a fundamental shift in the nature of Death Ward. Possible Effects Death Ward only grants a Fort save (or will) vs. the negative energy (fair and balance approach) Death ward durations are reduced by 50%. (a reverse on meta magic) Death ward now only makes you immune to a # of effect equal to your caster level. (suprise your spell is overloaded and collapses) Death Ward doubles all negative energy attacks and the spell cannot be dismissed. (evil bastich dms only) A curse now affects anyone who casts Death Ward. (Pick a curse any curse) Undead can now sense the prescence of anyone guarded by death ward (act appropriately) Undead can now absorb all necromatic spells gaining a 1d8+1 temp hp per level of the spell. (death ward is necromatic not abjuration) X castings of death ward unleash the World Eater. (lets move along shall we) Casting death ward now consumes the casters divine focus. (power has a cost) All castings of Death Ward are transmuted into Slay Living. (the really evil bastich dm) Hmmm.... I like this so much I am going to use this when my players get to Region N. I think I will use the rules for a magical event from DMG II LORE: One of the Big 3 knows all about this, the others might have bits and pieces. Most of the undead have been around long enough to know about it but have no idea how to use it the players might start hearing the undead talking about the event. This should give it the sound of myth and legend with a little false lore thrown in (like one of the evil bastich ideas). POWER: Ok a # of possible power souces for the event are in region N. The necromatic magic of the region, The negative energry of the region, the wards that guard the region, the evil of the region, and the power of the world eater. CATALYST: a small object, portable, mundane but rare here. It should be of the highest craftmanship but pure in it's simplicity. I am thinking a simple golden orb. TRIGGER: Ok, I am thinking that only a living creature can pull this off, otherwise the undead would be doing it all the time. I think the should have to place the special object in a special place. I don't think time should be a factor other than perhaps a duration of the effect, I think the effect will only last for a year and a day. Nothing to the undead that live here. With these thoughts in mind perhaps I can trick my PC's into creating the magical event for me. I can lay down disinformation though the undead ala "I hope they don't activate the celestial failsafe, the whole region would be engulfed by sunlight and the positive energy plane" I think I can set it up to look like the classic old rpg way to defeat the an entire region. If they are lucky I will leave some very subtle clues to one player that this might be wrong. hehehhehe if they are really lucky I won't make it the most unobsurvent memeber of thier group. If it goes off then this will be the effects (I am combining) Casting death ward now consumes the casters divine focus. (power has a cost) A curse now affects anyone who casts Death Ward. (Pick a curse any curse) Undead can now sense the prescence of anyone guarded by death ward (act appropriately) Death Ward doubles all negative energy attacks and the spell cannot be dismissed. (evil bastich dms only) I think this will put a big red flag that death ward is bad, the player will not cast it again right away and only one character is going to be chased down for having death ward on him. ENDING EVENT: I think I will even give the players a chance to end the event if they gather all the pieces together that release the world eater but then again I am a bastich dm. What do you guys think. Just a note, death ward is pretty basic spell it makes me wonder how well this region was playtested. [/QUOTE]
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