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    Apprentice Greytalker

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    Sun Aug 05, 2012 5:44 am  

    Wow, I'm very impressed by all your posts. Thanks so much.

    The sandrunners who 'drag' ships along sounds very neat. I like it even more than my flying ship idea. Plus the fact te runners are on the ground makes it more realistic that my pcs actually meet them.

    Tonight is my 2nd session in the SoD. Based on the encounter tables of the 1983 boxed set (I found them online at http://sd2cx1.webring.org/l/rd?ring=greyhawk;id=1;url=http%3A%2F%2Fwebspace.webring.com%2Fpeople%2Fau%2Fum_2724%2Fectables.html)
    and inspiration from this post. I also bought Sandstorm (3.5 book) which I like alot. It has rules on dehydration, sunburn etc. It fits very much to the posts of Lanthorn.

    Tonight the party will travel along with two nomads they met last week. The nomads have reptile beast which they ride. I will use the weather and volcano ashes to make live miserable and put a load on their magical resources. Eventually their wand of endure elements will be empty. I plan to have a ranger be the captain of the sandrunner ship which sails above the whirling dust. I make him a rich man whith slaves (think of the southern style lands in the Song of Fire & Ice book). A ruthless men with loads of very expensive and helpful magic items which come at a cost which is more than gold alone. With the right payments he is even willing to let the pcs travel along to the Null obelisk. He also owns an old map the original Suel lands. He is very desperate to see the richness of the old Suel empire. So much is willing to help the PCs in their search for the forgotten city.

    I plan to use a dry lich (which is the remaining of a powerful Suel mage) and rare undead and vermin as inhabitants of the Null Obelisk.

    As I think the PCs will try to camp along a nomad tribe and learn how to survive the desert dangers I have planned a meeting with their priests which worship the elements rather then the normal pantheon of Greyhawk gods. Maybe one of the PCs wants to become a water priest instead of following Pelor (the burning hatred anyone ;) )

    As our campaign is very open the PCs might end up looking for the forgotten city themselves. The are quite cocky. The derro will meet them down there.

    As of magical rarities I'm thinking of an old city protected by magical barrier which Wee Jas created to shield a small Suel city. Nothing comes in and out but maybe the PCs find a way.

    Their enemies Roonwicket, Eclavdra and Obmi are terrible lost in the SoD at this moment as they strive to track the forgotten city alone. Not wise but they are pretty scared of being traited.

    I;ll write down a small adventure log later this week to keep you informed.

    Again my thanks. With your help this is what I call living Greyhawk.[/url]


    Last edited by Sander_Kaa on Sun Aug 05, 2012 9:43 pm; edited 1 time in total
    GreySage

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    Sun Aug 05, 2012 7:31 am  

    Sander_Kaa,

    This has been my pleasure. I may not be able to hold a candle to many posters when it comes to 'canon' knowledge, and I am constantly inquiring about rules and gaming mechanics, but when it comes to things scientific (particularly the life sciences), that is my domain...perhaps my portfolio? Cool

    Let us know if you require any other insight or suggestions. Glad to be of help, and enjoy your (lethal!) campaign. FYI: I think you should start referring to your party as "The Dust Busters." Leave it to Argon to give them a punny monniker. Wink

    -Lanthorn
    GreySage

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    Sun Aug 05, 2012 7:50 am  

    Lanthorn wrote:
    Let us know if you require any other insight or suggestions. Glad to be of help, and enjoy your (lethal!) campaign. FYI: I think you should start referring to your party as "The Dust Busters." Leave it to Argon to give them a punny monniker. Wink


    Then, have that dust lich you have planned call them 'Dust bunnies.' Cool

    SirXaris
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    Sun Aug 05, 2012 8:02 am  

    How about Bone Dry? Bad to the Bone? Dust in the Wind? Wink

    -Lanthorn
    Grandmaster Greytalker

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    Sun Aug 05, 2012 5:07 pm  

    Sander_Kaa,

    Great ideas on the element worship. I'm sure a priest or water is well respected amongst all the races that eek out an existence in the Sea of Dust.

    Later

    Argon
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    Sun Aug 05, 2012 10:53 pm  

    Geshtai comes immediately to mind.
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    Mon Aug 06, 2012 3:18 am  

    Yesterday evenings game was a blast. Small summary of the events (i'm a terrible writer btw, sorry for that):

    Two nomads offered during the first session to accompany the party in the SoD. The PCs rescued Arad and Anoush (the nomads) as they were attacked by giant ants. The two hunting nomads had different motives which the PCs doesn;t know yet.

    The PCs travelled deeper into the SoD after having slept in an arcane lake which is supposed to be safe (marked by some rocks, think of stoneman principle in the alpine mountains) and encountered (rolled on selfmade encounter table inspired by the one of the Greyhawk 83' boxed set) three wasteland trolls.

    During the third day the party came by a small nomad encampment. The water the two clerics of the party produced immediatly led to a very friendly encounter. The nomad tribe were actually hunters travelling around looking for more lesser ashworms. Especially Sam the Halfling and Torgan Giantcleaver were very enthousiastic about riding them. They practised mounted batlle on some slaves which led to conflicts with (the PC) Alex, a human priest of Farlangh who aided the slaves after being attacked by the ashworms. After sleeping in the tents where especially the 'water'priests of the party were visited by young opportunistic woman who were very eager to sleep among them.

    Next day the tribeleader offered the group to buy three lesser ashwoms and their oldest daughter (!). In return the PCs offered a giant sword which they had looted from a Frost Giant Jarl earlier. The fact it was a frost sword it merely functions as a cooling device for the nomads. A very wise trading product in the desert. Together with a giant magical chainmail (the metal is very valueble in these regions) the trade was done. Three lesser ashworms against two very expensive items. The party is very desperate two survive. Normally they would never trade something like this. The daughter was part of the deal to. Only Sam the halfling was very fond of this. The others bluffed the nomads that they would come back later for her, after their dangerous queste was over. (note: the trade of people is very common in the nomad culture, in this case the daughter would have very powerful protection and unlimited water supplies).

    The PCs travelled furher with their new mounts which were keen on tracking and eating vermin. Arad and Anoush still guided them and on the fourth day after leaving the nomad tribe (their resources are running short, wand of endure elements is becoming empty) a structure of shapesand was encountered. The guides prayed to the element earth and apologied to the PCs. It was not the obelisk of Null where they have been guided to but the ship of Xavier (the PCs understood Sapphire) the Rich, a reckless ranger who sells very expensive goods. His ship was dragged along by a mere 100 reptiles connected with very long ropes to the ship which was 'flying' high above them. Two dire hawks (druids!) carefully guarded the ship. Numerous humanoids were visible on the ship as long ropeladders where thrown from the ship.

    On the ship the group met Xavier the Rich, an extravert ranger merchant from the lands further to the south. Exotic looking woman showed them their goods and magic items Wink The group decided to spent almost 20k of their group loot on a small piece of textile. When thrown into the wind it transformed into a small tent, furnished by all kind of luxuary curtains, pillows and such. In front is small endless fire, a bowl of water and one bowl of exotic fruit. A personal oasis. A nice item, very useful for showoff their richness but nothing more. The PCs were very enthousiastic about it though.

    On the ship they met also a priest of the element fire. Thorgan and Alex (resp. of a dwarven god and Farlangh) were interested to learn more about his god. The question why their spells fizzled more and more the priest accused their god of 'false gods' offering to teach them the true fates. They politely refused but said to maybe come back later. Will they convert?

    In return of the money they spent Xavier the Rich was willing to transport them to the obelisk of Null. He even had some info about three humans he encountered earlier in the SoD. Were these the Roonwicket group they were hunting? At least they had a new track...

    The session ended in front of the obelisk. Several lizards and humans ly died on the ground. Signs of the Scarlet Brotherhood are found here.


    Last edited by Sander_Kaa on Mon Aug 06, 2012 10:52 am; edited 2 times in total
    GreySage

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    Mon Aug 06, 2012 8:58 am  

    Sounds like they had a good time, Sander Kaa. I was expecting the party to try to purchase a full Wand of Endure Elements from the Ranger. Was he all out of them?

    SirXaris
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    Mon Aug 06, 2012 10:46 am  

    Some new wands would indeed be a wise purchase. Xavier the Rich has a ship full of people to care for though. Why would selling the most useful items to unknown adventurers be in his interest. The ranger of the waste looks for wondrous items of the lost Suel kingdom, only to sell them for sky high prices to rich adventurers such as the Silent Ones of Keoland and the brothers and sisters of the Scarlet Brotherhood. Wondrous items, not powerful items. Those he keeps.

    Next to that the PCs were really looking for exotic stuff, blinded by some of the 'assets' of Xavier.
    GreySage

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    Mon Aug 06, 2012 11:08 am  

    Nice! Good way to divest PCs of extra loot. Happy

    SirXaris
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    Mon Aug 06, 2012 7:46 pm  

    I gather that the clerics in the party don't have access to protective powers over the elements and the PCs must rely upon magical items instead. I am only familiar with 1e and 2e, so forgive my ignorance regarding later editions.

    The characters are fortunate indeed to have garnered the resources you mentioned. In reading your campaign update, I have mixed pictures in my head of a post-apocalyptic world (a la Mad Max) intermingled with fantasy.

    Your depiction of the slavers is most vivid to me. I am somewhat surprised that none of the characters took umbrage at the enslavement of humans, regardless of the cultural norm for that society. An interesting clash of societal, and perhaps religious, mores could have ensued! How did your characters handle it? Was there any conflict whatsoever?

    That scene you described reminded me partly of the slave train in the recent "Conan the Barbarian" film along with some elements in "Gladiator." Don't know why...those images came to me.

    Interested how it goes...keep us updated.

    -Lanthorn

    note: as per your PM to me, S_K, will send my plot ideas in a forthcoming post
    Grandmaster Greytalker

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    Mon Aug 06, 2012 10:09 pm  

    Sander_Kaa,

    I noticed your priest of Fharlaghn had issues with their being slaves good. Even though the trade of the daughter went through maybe the pc's have to rescue her from the Roonwicket trio or a rival tribe when they return. Perhaps the ability to create water is what they need to supply as a ransom for the women. It could teach the halfling a lesson on trading for people. Nice summary of the events.

    Later

    Argon
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    Tue Aug 07, 2012 12:36 am  

    The clerics in our party pray to Tharmakul (an obscure god of the dwarves) and Fharlang (the Wanderer). Both have access to protection spells such as resist energy and endure elements. They both prefer to have different spells prepared though. The party consist:

    Roondar (Roonwickets brother), a gnome beguiler. Very skilled in finding traps, lies and enchanting people. To me one of the more good aligned characters. In person he wasn't participating (but his character did) so couldn;t stand against the nomads with regards to the slaves.

    -> Roondar has dominated (by the 3.5 spell 'dominate person') Phineus Von Wonderwun, an old guy formerly leader of a thieves guild (Geoff patriots who wanted to kill the Gran March ruler Sir Horice Amstide). He is walking with them, waiting to be killed basically.

    Sam the Halfling, a cunning sorcerer. Strives for wealth and power. Woman fit in that picture, slave or no slave. Has neutral alignment.

    Alex, a human priest of Fharlang. Is a combat medic type of priest and loves the heal and help people. Has also neutral alignment and he doesn;t really care who is on the good or evil side.

    Telc the Shaper, a psion shaper who is very quit. I picture him the Eunuch type guys from Song of Blood and Ice (book of G.R.R. Martin, a must read!). His morality his very vague to me. I guess he rather mates his ectoplastic shaped beings than worrying about slave trade.

    Thorgan the Dwarf, loose part of the Knight of the Dispatch. I would assume he worried most about the slaves but didn't. He actually tried to kill one the slaves!! I am thinking what to do with him as he definately forgot his knight code. Ideas?


    Your comparisons do not say me much as I do not know one of them except Gladiator which I like. Glad you're enjoying!


    Last edited by Sander_Kaa on Wed Aug 08, 2012 6:04 am; edited 1 time in total
    Grandmaster Greytalker

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    Tue Aug 07, 2012 8:58 pm  

    Well maybe the slave gets free and is rescued by a Knight of the Dispatch looking for Thorgan in hopes his fellow knight has not fallen. When the slave sees Thorgan he mention to the other knight of the Dispatch that this dwarf was going to take his life and he fears him. Then maybe their could be a confrontation verbal and or physical. Depends if you what him to make penance and whether or not the PC realizes this and wants to make amends for his failings in the past.

    Later

    Argon
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    Wed Aug 08, 2012 7:03 am  

    I've always had a large fondness for UK6 All the Glitters, which has always struck me as a very useful module to place into the Sea of Dust area. The magical conveyances described in the adventure are pretty cool, and had a very Suloise feel to me. May be useful inspiration for your adventures, Sander_Kaa.

    And, as a general FYI, the Yellow, Purple, and Orange dragons were originally written up in Dragon 65. Definitely worth checking out. (And the electrum appeared in Dragon 74).
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    GreySage

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    Wed Aug 08, 2012 7:13 am  

    grodog wrote:
    I've always had a large fondness for UK6 All the Glitters, which has always struck me as a very useful module to place into the Sea of Dust area.


    And note that the Living Greyhawk Gazetteer basically canonized this as being set in the Sea of Dust by describing the Hek people from that module.
    GreySage

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    Wed Aug 08, 2012 2:59 pm  

    Sander-Kaa,

    You wanted to know some of my plot ideas regarding your campaign with regards to the ruins within the Sea of Dust:

    I am assuming you have either created your own set of ruins or plan to use a pre-existing one from a module or some other reference. Whatever the case, I am a fan for layering your ruins into a complex series of (ever-increasing?) challenges, starting with the surrounding environs. Make the characters work for whatever item, artifact, or treasure they may potentially discover. Don't hand them victory. In my mind, that only diminishes the adventure. If the PC's don't earn it, they shouldn't get the 'ultimate prize.'

    There are several creatures or beings of substantial power to provide your high level PCs with a rigorous challenge, if you pull out all the proverbial stops. Here are some ideas:

    1) The iconic figure of the game, a (blue?) dragon, of considerable age (enough for magic resistance to oppose your spell-casters, and with a lethal breath weapon and magic use of its own). This is actually my least favorite option for you, as most people may expect a game called "Dungeons and DRAGONS" to have one in it. Thusly, I find it almost cliche'. Nevertheless, there is it. If you do use a dragon, perhaps make it more of a random encounter near the ruins (with a nearby, hidden lair?) and use it as a red herring instead. Let your PCs think that this beast IS the primary monster of the region, only to discover, to their dismay (?) and shock, that it is NOT. Evil Grin Maybe the dragon only prowls around the surface of the ruins, not delving into the subterranean structure because it is too big OR because (unbeknownst to the PCs) there is something WORSE deeper inside. Wink Or maybe the dragon SERVES (willingly, or not) this other being...

    My other dragon pick instead of a big blue would be a shadow dragon that DOES dwell within the ruins itself wherein it has made its lair. Perhaps over time a nexus to the Plane of Shadow opened, admitting this beast into the bowels of the ruins. So, too, could other creatures from this Plane...

    2) A Beholder. I am currently, for the first time, running such a monster in a current game, as a 'behind the scenes' manipulator and quasi-Empire builder which will ONLY reveal itself after its minions and pawns have failed. With their staggering array of menacing magical powers (including Charm ability of both monsters AND human(oids)), a Beholder is a good choice for a creature lairing deep in the bowels of some ruins. Give it plenty of pawns (just not Undead, as I don't think they have any power over them) as well, especially if this creature has been in the ruins for a long while.

    3) Another iconic figure, either a Suel Lich OR a Greater Mummy. Of course, this may be expected by your party. In either case, I'd have these undead horrors as remnants from the old Empire before it was destroyed. The lich could either be a powerful wizard OR a high priest (Wee Jas?) who entered undead status to protect, guard, or even resurrect the once vibrant, now lost, Suel Empire.
    Greater Mummies, according to the Monstrous Compendium, are powerful priests (again, Wee Jas would be a good pick) who guard and protect a given area. What better place than the ruins of a greater city with a former dedicated shrine or temple of its patron Power?
    In either case, if you go with the undead monster idea, make sure to stock them up on all sorts of undead minions (the greater mummy can make lesser, 'regular' mummies too). You could toss in some tougher undead like a ghost, vampire, or several spectres as 'generals' serving these two 'greater' Undead horrors. Ghouls, ghasts, wights, legions of skeletons and zombies...all cannon fodder.

    4) Nothing spells EVIL more than a vile creature of the Lower Planes. Yes, a (greater!) demon, devil, or demodand. Evil Grin Such a truly malevolent being could have been summoned during the Rain of Colorless Fire, and survived. Or maybe it was summoned to guard. Or just perhaps this thing came of its own volition and found the ruins to its liking. Now it lies there, in a Kingdom of death, dust, and decay. It goes without saying that it should also have pawns, lackeys, and minions as well, most likely 'lesser' Lower Planar creatures. With their supernatural powers, defenses, and magical abilities, a fiend is a terrible foe to behold, and WORSE to confront for any party. If you are interested in this option, I have access to references of fiends (both Manual of the Planes and Monstrous Compendium: Planar Creatures) that may serve your purpose for picking the most reasonable choices...

    These are just some ideas and suggestions, so take them or leave them, as you see fit.

    -Lanthorn
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    Wed Aug 08, 2012 10:13 pm  

    Well if your going the undead route I have a few ideas. Sand Wights creatures which cause dehydration by touch. Making them a frightening thing to deal with in the desert . The Ash-geist's the ashen dust which permeates the place holds psychic impressions often of children being burned and seeing their flesh melt as the rain hits them. Inflict pain of searing flesh need DC 15 Will save or suffer burning damage. Emotion control panic need a DC 15 will save or become shaken until a successful save is made. One may waste water trying to cool their flesh or simply be fearful of impending doom from the elements of the desert.

    Later

    Argon
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    Wed Aug 08, 2012 11:42 pm  

    It just keeps coming as of create water spell was cast by a lvl14 priest. I like it.

    The Suel Lich I like alot. I like the Lich alot and picture the SoD the perfect place for such a creature. I will it very powerful. The minions will definiately consist of hordes of cannon fodder. The Sand Wight will be even more fearful. I like the dehydrating touch so much. Is it an existing monster or do we need to make it ourselves? No problem at all, the classic wight will be easily altered though.

    The blue dragon I like alot. Big dragons do not occur that much in our game. Plus the dragon is a feared enemy of Xavier the Rich, he already mentioned vaguely that he has an enemy where he fights with.

    I'll avoid the beholder and demons, the first I don't like that much and demons do not match my vision of the SoD.
    GreySage

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    Thu Aug 09, 2012 7:04 am  

    Liches are the Lords of the Undead, with powers the likes most mortals would (and should) never know. I can see your SoD lich as the remnant of the lost, old Empire. Perhaps a Suel mage or priest (you will have to decide which), either predicting the catacylsm of the Rain of Colorless Fire, OR surviving such a holocaust, turned to the dark arts for immortality. I suggest you give your Undead Lord a background story with a well-thought-out 'profile' (personality, motives, goals, etc.). Maybe a desire to resurrect the old Suel Imperium could be one goal...another could also be revenge against the Bakluni for devastating his former homeland. The possibilities are vast.

    If you need any advice or suggestions regarding the Undead, I am sure we can fire countless barrages your way, if you like. I am not sure about you, but I have, both as player and as DM, encountered numerous types of Undead creatures, including in a current campaign in which my luckless fighter-priest of Trithereon is waging a war against a cult of Nerull. It's been a series of strokes and counterstrokes with numerous casualties on either side.

    -til next time,

    Lanthorn
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    Thu Aug 09, 2012 9:03 pm  

    Sander_Kaa.

    Sand Wight is my idea feel free to tweak the wight it can work. If you want some more ideas just query.

    Later

    Argon
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    Fri Nov 09, 2012 6:42 am  

    It took such a long time before our lead-DM could not run a game. So the 'zandhappers' (Dutch accronym for something like dust-eaters) were digged out from our gaming stuff and we played again.

    First of all this campaign has very good reputation in our group. This topic definately contributes to that!

    Short writeup first:
    The group arrived with Xavier the Rich and his flying ship at the Null obelisk. This location was/is the only lead Xavier could give the group so they decided to give it a shot. They are still hunting Eclavdra, Obmi and Roonwicket (a former PC) who are said to look for the Suss Theorparts, an artifact of great power.

    The obelisk a solid building with a small entry location. A gargoyle guarded the entrance and had some nice interaction with the PCs. In return for some food and water he could tell that since the re-landscaping of the lands not so many people visited. He told something about the dangers and the musical key of the obelisk. Ow, and three nomad-like people entered some days ago....

    The PCs entered and ran into a room with 6 doors, leading to extradimension spaces where devils stood their ground. As the sea of dust is greatly reducing the arcane powers these rooms were finally in favour of the PCs as they could freely use arcane magic with nasty stuff happening. An ice devil, horned devil, bearded devil and yeth hounds later their is still one room to go. The PCs are depleted from their resources and know for some reason they have to push on to clear the fith room and open the 6th door before this guarding mechanism resets itself and the monsters are back again. What will the 5th room be like? The PCs fear a Pit Fiend...

    I assume the PCs will enter the obelisk further and will run into the real inhabitants of the obelisk. I am working on fleshing out more.
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    Fri Nov 09, 2012 9:45 am  
    Other Material...

    If you're okay importing material written for DarkSun or FR, you might also check out GAZ2 material if you can. Mystara has flying "skyship" rules which are not SpellJammer ships but are similiar.
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    Sat Nov 10, 2012 3:46 pm  
    and...

    ..and the desert adventure included in AC7 has a monolith in the middle of the desert.
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    Mon Nov 12, 2012 11:25 am  

    After reading some stuff about devils I decided to offer the PCs a Faustian pact. Never happened in our game and I think this is the moment.

    The last room will not hold a Pit Fiend, but a harvester devil. As this is the last door and the PCs are running out of resources it is the spot for a devil offering great rewards for just selling your soul.

    This is a mature game so no problems going all out. I have a reputation by the way Evil

    The first challenge is: how will the devil look like. Stereotype beatiful woman would fit but is a little bit too... well obvious.

    Then how will the pact look like? I've read some 3.5 books giving me opportunities differing from extra feats, XP, money, spell slots etc. I think Roondar (the brother of the ex-PC Roonwicket) is really willing to save his brother and is as a plus, very power-oriented. What will we offer? I like a Faustian pact which has several steps and corresponding rewards.

    Feel free to add you ideas!
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