Escape from Dolurrh [Archive] - Wizards Community

Post/Author/DateTimePost
kitrack

04-21-07, 06:28 PM
So, I'm looking for some advice on a development in my campaign...
(For context, the group is 16th/17th level and the player in question is my fiancee.)

The short version: A PC has died from a Destruction spell, which requires at True-Res normally. However, this PC has been on the run from powers in Dolurrh for some campaign events, and as such she can't be brought back normally. I'm looking for some advice for a sole session where the PC tries to escape from Dolurrh, at least to a point where the rest of the party would be able to use True-Res on her.

The long version: During an earlier adventure, this PC fighter died. At about the same time, we'd purchased Tome of Battle, and she decided that the Warblade class was more appropriate to her character. I agreed that she could rebuild her character (as other PCs were able to do at different points). The in-game justification was that she brought back a hobgoblin Swordsage, attached to her soul, who instructed her in how to do the martial stuff. The hobgoblin was/is a valuable soul in Dolurrh. Since then, the party has been harassed by bounty hunters from Dolurrh attempting to kill her to retrieve the soul.
In my campaign, Dolurrh is still an ill-defined, Hades-esque area. It is ruled by various powerful entities that reign over different aspects of mortal existance, such as Memory, Thought, Emotion. Each collects the essence of those items from souls. The souls exist in Dolurrh until something happens and they leave. Adventurers and heroes (such as the Hobgoblin and the PC) are particularly valuable.

So, what sort of challenges, obstacles, etc, do you think I should put in the way of the PC, and what sort of thing should be the finale for the adventure?
Bluebrush

04-21-07, 08:28 PM
Hmm... Well Maruts are a given. They have an excellent "Chase you down and murder you to a pulp. Again." vibe about them.

And of course, don't forget about the creeping apathy effect. As time goes on, emphasise how hopeless everything seems. If your player dawdles, crank up the descriptions of his failures or marginal sucesses.

As an escape plan, do "Keeper's Fang" weapons specify you have to be on the same plane? Maybe long ago a planar explorer picked one up (In some other guy's treasure hoard) and carried it with him to Dolurrh.
Killing oneself with the dagger could take a soul to the Lair of the Keeper in the Demon Wastes. Which is pretty neat for an ironic ending.
Shady314

04-22-07, 04:30 AM
and the player in question is my fiancee.)

Oh wait I know the answer to this question. You turn to her and say "Honey what would you like me to do." :D


The long version: During an earlier adventure, this PC fighter died. At about the same time, we'd purchased Tome of Battle, and she decided that the Warblade class was more appropriate to her character. I agreed that she could rebuild her character (as other PCs were able to do at different points). The in-game justification was that she brought back a hobgoblin Swordsage, attached to her soul, who instructed her in how to do the martial stuff. The hobgoblin was/is a valuable soul in Dolurrh. Since then, the party has been harassed by bounty hunters from Dolurrh attempting to kill her to retrieve the soul.
In my campaign, Dolurrh is still an ill-defined, Hades-esque area. It is ruled by various powerful entities that reign over different aspects of mortal existance, such as Memory, Thought, Emotion. Each collects the essence of those items from souls. The souls exist in Dolurrh until something happens and they leave. Adventurers and heroes (such as the Hobgoblin and the PC) are particularly valuable.
So, what sort of challenges, obstacles, etc, do you think I should put in the way of the PC, and what sort of thing should be the finale for the adventure?

Hmmm well you've radically altered Dollurh which makes it harder to say since I don't know your Dollurh. But usually in realms of the dead abstract principles hold more sway than brute force. After all you've got entities lording over emotion and thought. The challenges and obstacles should be more about soul searching than killing guards and inhabitants.

Physical obstacles can include walls of fire, infinite loops of time, impassable terrain like impossibly high sheer mountains and icy cold black rivers that make you lose your memories if touched or drank. :) Mysterious guides are good too.

Sounds like it should involve this hobgoblin swordsage somehow too. Perhaps he can become substantial in Dollurh and she'll have an ally. Perhaps she can trade that soul somehow for her freedom? Or at least that could be an encounter. She must pay a boatkeeper type figure with some sort of payment who can transport her to another plane. He'll accept the hobgob's soul or she'll have to find some other payment. Force shouldn't be an option and it should require some amount of sincere sacrifice. No letting her get away with something she doesn't actually mind parting with. Sacrifice is usually important when trying to escape Death.

The finale? Something truly horrible can use her escape to escape as well?