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[ZEITGEIST] The Continuing Adventures of Korrigan & Co.
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<blockquote data-quote="gideonpepys" data-source="post: 6231865" data-attributes="member: 79141"><p><strong>DM's Notes on the Clockwork King</strong></p><p></p><p>The adventure had to be made slightly harder for my party of six. I also liked the idea of the hunt for the golem eye proposed in the campaign guide. My intention was to create a mini dungeon delve, replete with traps and guardians, but having already run my own version of the clergy vault in the last adventure, and conscious of how draining a delve can be (in terms of time and resources, both for me in real life and the characters in-game) I opted to present the characters with a simple side-quest with a focus on careful diplomacy. If they failed, they would be ejected without the eye; if they opted to fight, they would be soundly thrashed, and ejected without the eye.</p><p></p><p>The Clockwork King enabled me to sow the seeds of a possible buffer adventure in paragon tier (seeing as it now looks as if I'm still going to need them) and foreshadow Tinker Oddcog and the Godmind Urn. Foreshadowing is great. Foreshadowing is cool. Foreshadowing is the DM's friend.</p><p></p><p>The Clockwork King is an artificial intelligence created and abandoned by Tinker, now very much his nemesis. It takes the form of a brain-in-a-jar, but is in fact non-organic, and disdains a more robust physical form, preferring to manipulate others (such as the poor, backward fomorian). It hopes to use the Godmind Urn to free itself entirely from corporeality, and become a being of pure thought. I've no doubt that the players will forget or neglect to hand the urn over, and thereby cause a construct uprising. If they <em>do</em> hand it over, the Clockwork King will get too big for his boots, and thereby cause a construct uprising.</p><p></p><p>The return of the bronze golem eye allows Grappa to bypass many of the defenses of the Cauldron Hill facility, open the front doors, disarm the automated shrapnel cannons, etc. That won't make things easy for the PCs, but it will make things possible.</p></blockquote><p></p>
[QUOTE="gideonpepys, post: 6231865, member: 79141"] [b]DM's Notes on the Clockwork King[/b] The adventure had to be made slightly harder for my party of six. I also liked the idea of the hunt for the golem eye proposed in the campaign guide. My intention was to create a mini dungeon delve, replete with traps and guardians, but having already run my own version of the clergy vault in the last adventure, and conscious of how draining a delve can be (in terms of time and resources, both for me in real life and the characters in-game) I opted to present the characters with a simple side-quest with a focus on careful diplomacy. If they failed, they would be ejected without the eye; if they opted to fight, they would be soundly thrashed, and ejected without the eye. The Clockwork King enabled me to sow the seeds of a possible buffer adventure in paragon tier (seeing as it now looks as if I'm still going to need them) and foreshadow Tinker Oddcog and the Godmind Urn. Foreshadowing is great. Foreshadowing is cool. Foreshadowing is the DM's friend. The Clockwork King is an artificial intelligence created and abandoned by Tinker, now very much his nemesis. It takes the form of a brain-in-a-jar, but is in fact non-organic, and disdains a more robust physical form, preferring to manipulate others (such as the poor, backward fomorian). It hopes to use the Godmind Urn to free itself entirely from corporeality, and become a being of pure thought. I've no doubt that the players will forget or neglect to hand the urn over, and thereby cause a construct uprising. If they [I]do[/I] hand it over, the Clockwork King will get too big for his boots, and thereby cause a construct uprising. The return of the bronze golem eye allows Grappa to bypass many of the defenses of the Cauldron Hill facility, open the front doors, disarm the automated shrapnel cannons, etc. That won't make things easy for the PCs, but it will make things possible. [/QUOTE]
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