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| mahavira01-23-07, 11:50 PM | I don't actually get Dungeon magazine, but from what has been discussed on the boards (and the various downloadable free materials) it sounds interesting, and it fits very well with the idea of the Du'rashka Tul described in Secrets of Xendrik. As I don't have to face the problem of translating the actual savage tide adventures to eberron, I think Stormreach is a better source location than some unknown island off the Lazar principalities. My idea goes something as follows: Demogorgon does not tolerate any civilization on Xendrik that does not worship him (though he has no particular interest in cultivating such civilizations either). Demogorgon is a rajah, and when the giants worked the magic that blasted Dal Quor away from the Prime, there were two important side effects. The first is that Demogorgon's prison was weakened to the point that he could manifest an aspect (the CR23 monster in FCI), and the second is that a large chunk of Dal Quor was blasted off from the 'mainland'. Demogorgon has appropriated this mass of dreamstuff and exploited its infinite malleability and connection with mortal minds in a variety of means. Demogorgon destroys Xendrik civilizations because he believes, whether rightly or wrongly, that the Silver Flame is fueled by the presence of certain traits (self sacrifice, altruism etc.) among mortals, and these traits are more common in civilized environments than more barbaric societies (he does not subscribe to the noble savage theory). Siberys dragonshards are primarily useful to psionicists or those with dragonmarks: the giants and drow of xendrik are neither. Yuan Ti, on the other hand, are naturally psionic and listed among Demogorgon's minions. Dragonshards are attracted to Xendrik more than they should be because of Demogorgon's influence: his servants need them to create savage tides as necessary. Demogorgon and his cultists use his supply of twisted dreamstuff (he's managed to make it self-replicating) to taint siberys shards to cause them to transmit taint, especially depravity but also corruption to a certain degree. These are just the first wave, before demogorgon begins expanding a shield of his tainted dreamstuff which blocks off normal connections to Dal Quor, trapping all sleepers within Xendrik in his twisted nightmare visions, driving them all to madness over a period of time (the crystals serve as anchor and focus points, making this effect more powerful where they are more concentrated). In his diabolical plots, Demogorgon has servants/allies: Malcanthet is a noble of Mabar who fled to Eberron as her domain was being swallowed up by the armies of Graz'zt (Graz'zt and Demogorgon waged interplanar wars in the Age of Demons, and both became enemies of Orcus when they began raiding Dollurh for souls to fuel their respective war machines). Not being native to Eberron she wasn't caught up in the sacrifice of the Coatls, and she has enjoyed a long period of relative freedom from her ally/patron. She has had mixed feelings about Demogorgon's 'new' (40 000 year) period of activity: on the one hand, demogorgon the aspect is easier to deal with than demogorgon the nigh omnipotent rajah, and even a lesser demogorgon is a better ally in regaining her lost lands in Mabar than no demogorgon, but on the other hand she prefers to prey upon the civilized, and demogorgon's eventual goal of driving the entire world into savagery is not appealing to her. Her actions thus seem schizophrenic: she simultaneously aids demogorgon, mostly through her cults, but at the same time undermines him because she doesn't want him to be too successful. Pazuzu: a lord of dust, something of an intermediary between the Lords of Dust and Demogorgon, who largely stands aloof from that organization. He uses his powers over the creatures of the air to interfere with airship travel (flocks of birds converging to attack pilots, giant ospreys, ernes and albatrosses uncharacteristically attacking crew, etc.) Dagon: another aspect of demogorgon, or perhaps like Obox ob a preexisting aspect who has waxed in strength over the eons? He directs aboleth and kuo toans against shipping and is in the process of evangelizing the sahuagen. Demogorgon's personal aquatic minions, the ixitxatchitl, are ill suited to deep water. Enemies of Demogorgon: Inspired: the tainted dragonshards and dream shield terrify the dreaming dark (it even prevents the possessing quori spirit from returning to dal quor when the host sleeps). They also don't like the idea of losing access to the resources they take from Xendrik, and also dislike psionic rivals in the form of the Yuan ti. Devils: Mabar and Dolurrh were not the only planes touched by Demogorgon's imperial ambitions, he meddled with affairs in Shavarrath earning the emnity of several of the older archfiends: Dispater, Mephistopheles, and Asmodeus all remember him with ill will, and Glasya (Asmodeus' daughter) has happened across Demogorgon's activities and enlisted her friend Fernia to throw a wrench in the works. |
| Nlogue01-24-07, 12:34 AM | This is an awesome breakdown! Well done! |
| Kid SixXx01-24-07, 11:43 AM | This is an awesome breakdown! Well done! I agree. There goes the whole argument against Eberron as the setting that isn't designed for extraplanar adventures. |
| mahavira01-24-07, 01:09 PM | Stage 1: Enter the Nightmare approx L5 The PCs are on an airship headed to Stormreach. If they already have a patron in one of the dragonmarked houses, that patron has been transferred to Xendrik. If not, perhaps they've been made a generous offer by the Twelve, who are always in need of brave explorers on that continent. Only a few hours away from landing, all hell breaks loose. A flock of seagulls (see murder of crows in the ToM or some other flying swarm, more than one if you want the encounter to be tougher) has enveloped the pilot (dragonmarked Lyrander expert), while a giant Erne (sea eagle of crossword fame, aka Giant eagle) and giant Albatross (use giant owl statistics, it doesn't really matter) attack the crew more generally. In the ensuing fireworks, the pilot is probably injured badly or killed. Even if he survives and is conscious, he is not at all well (he has developed an infection with unnatural speed) and is incapable of landing the ship safely. Here is a chance for characters with Mark of Storm or a high charisma to go through the traditional movie 'someone other than the pilot landing the plane with the assistance of ground control': set your DCs how you like them, and allow aid another rolls with things like profession sailor, spot or anything else that is believable and allows more PCs to be involved. After landing, the PCs set off to the tower of the 12, and encounter a tense situation: an orcish warrior has apparently gone mad and is attacking anyone who enters the market square. There are injured and dead within the square, and the city watch isn't sure what to do. The orc has become a tainted raver (if you have Heroes of Horror: if not, just give him a permanent barbarian rage and fast healing 3), and is a chainfighter who wears heavy armor (this and his fast healing have made attempts to take him down wiht archery ineffective). A calm emotions spell will temporarily reduce his rage, and a group of experienced adventurers ought to be able to deal with him anyway. Passersby will note that the orc was previously known to be even tempered and had never shown any sign of rage like this, and also that the rage lasted several minutes. The PCs reach the tower, report the days happenings to their patron, and are given keys to their apartments. On the way 'home' they are accosted by an old beggar, who aggressively importunes money, grabbing onto a PC and not letting go until physically removed (he's not right in the head and won't even acknowledge receiving money). The scuffle knocks his cloak askew, and a spot check (DC15) reveals that despite his old and whithered appearance (and perhaps even his race), his left leg is that of a young and shapely human woman with silky mediterrenean skin (or otherwise different to his coloration). He will flee post haste, and even if captured won't admit there's even anything unusual about his leg (a possessing succubus is gradually transforming him and has sufficient control that he tries to hide the fact). The next morning, their patron asks them to visit a colleague who hasn't reported in since returning from the interior: Ivan Kundarak a non dragonmarked fighter/rogue. Ivan looks unwell, having badly bleeding gums on top of the appearance of little sleep in days (mild corruption) and he is constantly twitching as though he's seeing things that aren't there, though he is basically lucid, though paranoid and eccentric. Sufficient force or kindness (diplomacy or intimidate) will convince him to prepare a report in 3 days. When they return to Ivan's, they find a dead body as soon as they get in the door: the milkman has been knifed savagely. Ivan has become a tainted raver, though his dementia has manifested as becoming a paranoid shut-in who kills 'invaders and thieves'. Once Ivan has been disposed of, they discover that his notes are a complete mess, written in magical and historical allusions (knowledge arcana, history and decipher script are all useful here). teh first successful skill use will allow the PCs to identify other members of the expedition, who may be searched for using gather information, though further knowledge checks will get additional information. Gather info: 1st success: the drow guide who ordinarily operates out of stormreach did not return with the expedition 2nd: Michael Korn, the quartermaster, was found in the harbor 2 days ago, apparently a suicide 3rd: there were 6 teamsters/bearers with the expedition: 2 never came back, 1 died in hospital of some kind of jungle fever, one was knifed in a bar fight and died, another was hanged for murder (caught red handed) and the last took the first boat to sharn the day he got back. 4th Keth d'Tharashk, Ivan's business partner (he got dragonshards while Ivan got artifacts), made it back, and is still in stormreach (thoguh not in his old apartment) Knowledge skills to decipher notes 1st: The expedition took a ship to the Tharashk outpost of Zanthask, then a smaller boat further down the bay. They they crossed the jungle pass between the Ring of Storms and Tempest's spine. Ivan was sane but greedy. 2nd: Once through the pass, they went south-southeast towards dread lake. Still sane. 3rd: After running across a mined dragonshard deposit, they ran encountered a relatively friendly drow tribe, who mentioned a nearby ruin. The expedition went there, though lost their guide, and discovered what looked like the ruined shrine of a serpent cult (these are common in Xendrik). They found a few relics, including some enchanted items made from siberys shards. Ivan's writing is getting a little wierd. 4th: Lunatic ravings. The drow tribe went hostile (or did they), one of the bearers was killed by drow, the other died from a snakebite. filled with suspicion about his companions, and the word Iblis interposed in odd places. Keth's story: covers much of the same ground as the notes, but with the following extra information: the mined dragonshard field was NOT mined by the local prospectors (Keth made inquiries on the way back), this is unusual because drow attach little value to siberys shards (used for psionics and dragonmarks) and don't trade often enough to bother harvesting them, animals were acting wierd near the shrine (silent, then aggressive), the drow were a bit wierd when they attacked, the guy who died of snakebite rose as undead and killed the one who supposedly was killed by drow. Among other things they found at the shrine was an elaborate necklace set with siberys dragonshards which was NOT found in Ivan's house and he will suggest the PCs visit the graveyard, then light himself on fire (I'm not going like that). The graveyard is in the midst of a zombie revolution, led by Ivan (now a tainted minion, or if not using HoH some appropriate CR undead), who is more lucid now and demanding that 'thieves return his necklace'. Kill Ivan again, end of stage 1. |
| Wrathamon01-24-07, 01:35 PM | I agree. There goes the whole argument against Eberron as the setting that isn't designed for extraplanar adventures. who says that? The whole plannar thing is easier on eberron... the planes connect to the world and gates are opened. You dont need plane shift. |