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    Canonfire :: View topic - Fellowship of the Torch.
    Canonfire Forum Index -> World of Greyhawk Discussion
    Fellowship of the Torch.
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    Novice

    Joined: Oct 19, 2013
    Posts: 2


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    Sun Oct 20, 2013 6:43 pm  
    Fellowship of the Torch.

    Just curious if anyone has any updates on this npc group. I really liked their story from the older box set as well as From the Ashes. Jeren Laraith was a personal favorite of mine.
    GreySage

    Joined: Jul 26, 2010
    Posts: 2701
    From: LG Dyvers

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    Sun Oct 20, 2013 8:39 pm  

    I remember that the gnome was killed in the retreat from Crockport and that the rest of the group gained levels and discovered new powers of the Torch. They also participated in the defense of the walls during the Seige of Chendle. I believe this information may be found in the From the Ashes boxed set.

    SirXaris
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    Adept Greytalker

    Joined: Apr 11, 2009
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    From: Verbobonc

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    Mon Oct 21, 2013 6:01 pm  

    Beyond From the Ashes I was unable to find anything about them. A real shame, as they were a well-developed group in my opinion.
    Forum Moderator

    Joined: Feb 26, 2004
    Posts: 2592
    From: Ullinois

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    Tue Oct 22, 2013 8:42 am  

    Sounds like a good article topic for someone to explore... Happy
    GreySage

    Joined: Sep 09, 2009
    Posts: 2470
    From: SW WA state (Highvale)

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    Sat Oct 26, 2013 9:16 am  

    Greyhawk: Player's Guide (soft cover guide) has scant information on page 27, saying the group has lost many members since the Wars but they are dedicated in destroying Iuz and will follow any lead, no matter how dangerous, in order to accomplish this goal. They have many friends, including members among the Gnarley rangers, the Temple of Rao, and the Knights of Luna.

    -Lanthorn
    Black Hand of Oblivion

    Joined: Feb 16, 2003
    Posts: 3835
    From: So. Cal

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    Sun Oct 27, 2013 12:40 am  

    Psst! I have a lead for them. Iuz is very sneakily living in a land called IUZ. Razz
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    Novice

    Joined: Oct 19, 2013
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    Sun Oct 27, 2013 11:28 am  

    Ok thanks guys.
    GreySage

    Joined: Aug 03, 2001
    Posts: 3310
    From: Michigan

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    Sun Oct 27, 2013 3:08 pm  

    NPC parties only exist as adventure generators and - on sufferance - background flavor. It's better for official products to be vague about them to make them easier to use in a variety of situations.

    Without reviewing the canon on them, here are some quick suggestions:

    1. All of the Fellowship died while exploring a dungeon. The PCs go there to retrieve their torch artifact as well as whatever the Fellowship was looking for.

    2. There are rumors that the last surviving member of the Fellowship of the Torch headed north to Blackmoor in pursuit of a weapon that could be used against Iuz. The PCs go to find him.

    3. No one knows the evil archmage Jumper's weaknesses like the Fellowship of the Torch. The last surviving member is said to have gone mad and started a cult dedicated to the Torch in darkest Hepmonaland. The PCs go there to consult him and perhaps heal his madness.

    4. One or more members of the Fellowship is the parent/elder sibling/mentor of one or more of the PCs, and they were drawn to adventuring in order to imitate/rescue/outdo them.

    5. The PCs need help from the elves of Celene, and a member of the Fellowship of the Torch will introduce them to Melf in exchange for a favor. Of course, an alliance with Melf will put them in poor grace with the isolationists.

    6. The Torch originated in the Positive Energy Plane, and with the Fellowship dead or missing, the PCs must travel there to learn how to activate the Torch's powers. Unfortunately, the natives believe all mortals to be thieves and liars for stealing the Torch in the first place and refuse to allow the artifact to be used in human wars. They believe the Prime Material Plane was a flawed experiment at best and a cancer on the multiverse at worst, and prefer the Torch either as an peaceful work of art or as a tool in their own incomprehensible conflicts. The PCs must convince them of their honesty while simultaneously lying about their intentions for the artifact, or else convince them that their battles are worth fighting.

    7. The Fellowship has failed their saving throws against a previously unknown artifact curse and have become Dark Phoenix-like avatars of fiery destruction. The PCs must deal with the threat they pose and put the artifact somewhere where it won't cause any further risk.

    8. The Fellowship has been framed for a crime they didn't commit. In exchange for a previous favor, the PCs let them stay in their apartment, where they eat all the PCs' food, make messes of themselves, and pose a continual threat with their careless ways. The PCs must help clear the Fellowships' names.
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