Need advise for my eberron scenario

Post/Author/DateTimePost
#1

the.kalth

Dec 09, 2010 14:54:46
Hi guys,

first of all : this is the very very first story I have to write myself, and I'm not very familiar with the eberron same with Forgotten Realm :P

so, basically I've been reading the 1001 ideas for an encounter and the 12, I think really catch my attention which is : the group is to face another group en adventurer who have the same talent as you players.

so my ideas was to bring the group into the lab of a wizard who's trying to find out, how the recreate the day of the mourning at a smaller scale.

In his lab there is several mirrors, one will be the escape route of the wizard
the other mirror, will create "evil twins" of the adventurers and they'll step out the mirror as the group close in on the wizard.

now, my questions are :

- what do I make of the evil twins ? do they have exactly the sames power as my players ? or do they have their own very personal power.

- should they be more powerfull, like 1 ou 2 level above the originals, with a way to kill them faster like breaking the mirrors will drop the evils' hp into his bloodied value...

sorry for any english mistake, I'm from Belgium :p

and thanks for you insight...

#2

SpacyRicochet

Dec 09, 2010 15:41:46
I'd make the evil twins same level monsters that fit the classes the players have, perhaps even with a grimmer touch and then give them class templates as described in the DMG. Since this will most probably make all of them elite, I wouldn't make them higher level, unless you're going for the mince meat TPK.

Have you thought about the evil twins escaping? Since they're evil, they perhaps wouldn't want to cooperate with each other properly, creating an opportunity for the party to hunt each of them down one by one.  
#3

the.kalth

Dec 10, 2010 3:26:19
ah.

no, I did not... I thougt that the twins are bound to the mirrors they came from, if it's broken the twin is shattered as well.

But thanks ! I like that ideas have evil twin wandering, and doing they own darky stuff...
#4

the.kalth

Jan 17, 2011 15:46:06
Hi again, I bumping this 'cause my turn has comes as I had to switch places with the next DM.

So a few technical question about how to setup things that are not "by the book"

1st : I imagine that I can create places like villages which a not on the eberon map, yes ? ^^

2nd : I need my evil master mind the come and crash a party by steeling some artifact.  but it's like a 1m³ in size... can I create some kind of pre made teleportation ritual for instant TP ? ( my group had clealry said that rituals a boring due to invocation time... so...  bending the rules a bit ?

now, by pre mad teleportation ritual, I mean : a large piece of paper ( or else) with already written symbols/runes that can be activated to teleport what a one.
But It will be like : one time use, one location to go and not over 100m, just enough to board the waiting stormship to get away :p

or

could be magically linked to another one and provide instantaneous transportation to the other one ?




3rd : this is more like a general question : do you know a big evil dude that has been defeated generations ago ?
I know, "go read the book" :p

Thanks for any answers guys ^^
#5

Ogiwan

Jan 20, 2011 15:06:20
1st: Yes. Why wouldn't you be able to?

2nd: You are the DM. All you have to do is figure out internal consistency. Alternately, you could have the big bad come in through a skylight, hook it up to a rope, and fly away in an airship as goons keep the party busy.

3rd: Read the book. Or, make up your own.

This is applicable to all three of your questions: You are the DM. Your job is to make sure that the game is fun. Not just fun for you, but fun for everyone. To that end, you are empowered to do anything. There is enough DM advice to fill a library, but the most basic tenant is, again, to make it fun.