| Post/Author/DateTime | Post |
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| GarnathFrostmantle04-15-08, 01:29 PM | Hi all. (I may have posted this in the wrong section) Need a little help on ideas on how this should go down. I'm running a City of Sharn adventure, where the characters are members of the Dark Lanterns (the players are 9th level) The Inspired have started to make their move to conqueor the city. And it seems that only ones that were aware of it is the goblins of Malleon's Gate. The goblins sent a message to our intreped adventures and informed them a goblin shamen (npc i am proud of) requested an audience with them. So they met the hag of a goblin and she drugged them and told them what was going on and had thier bodies stealthfully placed into an abondened part of the cogs under Sharn where Mindflyers of the Quori had a spelljammer ship being built by slave gnomes of Zilargo, who had already built a Quori Monolith near an alchemist waste dump (where else is trash going to safely go but the cogs, closet drain pipe to a lava pit.) So they save the gnomes (crew for the spelljammer ship) and kill the mindflayers except one who was a "chosen" of the Quori and gave himself over so that one may manifest, and seeing how it was a 300 ft away from a monolith I don't see why this couldn't happen. I am the gm after all. But it also helped reconfirm that the Quori are intruding in sharn....as if the monolith wasn't evidance enough. But the Quori got away so that it may report to the others. HOWEVER there is the issue of the Monolith. They decided to comeback for the ship but wanted to deal with the Monolith. Now none of them know much about the Monolith accept the Monolith except that it's built by the Inspired/Quori and is a giant psionic battery. They want to destroy it. The main core crystal. (btw the main door of the monolith is still open) They hammer away and start to here a hum and buzz of energy. They take quite a bit of time and finally crack it and then the Cleric with a mighty swing shatters the base. They see the green flash and that's where I end it..... Here is the stuck part.....now in the Explorer's handbook the destroying of a core crystal does 20d6 (reflex 25 for half) they are still inside the monolith (duh). 1. Now the (9th level) monk class ability imporved evasion...would that negate this type of damage from inside an eggshell explosion.......would you allow it? 2. would you just have them die and reroll characters, while keeping the same events that have occured? I'm kind of leaning on #2 just for the fact of hey...you blew up something just short of an artifact just short of an alchemical waste dump 200 ft near by. I like the idea of pscionic radiation from the monolith........but also HOW COOL is it to say...."Yeah I destoryed that, and yes I should be dead...so i'm not.....bring it Quori!!!" Should I save the characters, any other ideas, suggestions, comments? I run again in a week or two...please help |
| Sakon2204-17-08, 01:18 PM | I, personally, as someone whose usually a player, would say let them roll somes sorta check to see if they realize its going to blow and have them figure it out from there. Sometimes players get so wrapped up in beating the bad guys they can forget things that any other sane person would take into effect. |
| Blarghy04-17-08, 11:15 PM | 1. Now the (9th level) monk class ability imporved evasion...would that negate this type of damage from inside an eggshell explosion.......would you allow it? Yes, if it allows a Reflex save for half damage, then evasion will definitely apply to it. |
| Rekko04-21-08, 10:34 PM | Make them use actions points to survive. Lots of them. They destroyed the thing, but caused radiation, and might have shaken a few towers (that could need saving) Maybe if they are in the center of the blow, they can avoid damage, sort of like in the eye of a hurricane. The blow would be in the form of a shock wave that gets stronger when getting far of the center. Here's another alternative: you could planeshift them to Dal Quor, and they would need to figure a way to get back home. After a session or two on the plane of dreams, they finally figure a way how to contact dreaming people on Eberron. They make contact with a few people, asking for help: here you have your new characters trying to rescue the old ones and protecting Sharn from their mistake. The campaign could roll around saving the old characters needed for the battle, but the rescue would risk helping the Quori in their schemes (like bringing Dal Quor back in orbit) Rekko |
| GarnathFrostmantle04-24-08, 03:49 PM | Here's another alternative: you could planeshift them to Dal Quor, and they would need to figure a way to get back home. After a session or two on the plane of dreams, they finally figure a way how to contact dreaming people on Eberron. They make contact with a few people, asking for help: here you have your new characters trying to rescue the old ones and protecting Sharn from their mistake. The campaign could roll around saving the old characters needed for the battle, but the rescue would risk helping the Quori in their schemes (like bringing Dal Quor back in orbit) Rekko Thank you all for the advice and ideas. I run next week and I think I'm leaning to this idea. Also gets them a chance to go SpellJammer if they head that way. |
| Rekko04-24-08, 10:28 PM | I'm glad that it helped you. Moreover, the new characters could be your first party of 4th edition. Rekko |
| Rageofthemodrons10104-25-08, 06:37 PM | Of course, I would recommend letting some Inspired get away as recurring villans, but that is up to you. |