Re: Joël's campaign (now: running after the Whispering Way)
Posted: Sat Feb 01, 2014 11:52 am
Extremely, indeed. But also they know the PCs are somehow on their side in this (they want to recover something that was stolen, and know the PCs are after them too). That is, if the PCs find themselves in Verbrek, time of the hunt, that would be another story.Gonzoron of the FoS wrote:Huh... I figured since they didn't change to human form to speak to a human that they were just very intelligent wolves. Are they so feral that they refuse to take human form?Joël of the FoS wrote:The ones the PCs did meet are druid wwolves scouts.
Wow, that's a weird twist. Was not aware of that adventure.... definitely a weird premise. Is it good?to GE, Russia, 1920! The russian civil war is on, and the spirit of Tar-Baphon is now into ... the evil monk Rasputin! So it will be a "Rasputin, die! die! die!" again. That will be inspired by PF # 71.
I'm mixing Carrion Crown and something else. IMC, the lich tyrant Tar-Baphont was destroyed a while ago. But his powerful spirit lived, and was banished elsewhere than RL, through a gate. That is how they succeeded in banishing this powerful NPC, by throwing him elsewhere they thought was very far.
But the spirit then went to GE and invaded Rasputin's evil mind. He was so bad, that eventually he got his own domain (and was back into RL). The domain is based on GE 1920 (isolated island in the mist).
The WW, learning that, tries to open a gate to that domain, to bring back Tar-Baphon to the core (with the help of a small fiend's wrinkle (borrowed twist)) and restore him to full power.
That is where the PCs will go, through the gate, running after a WW NPC. There they meet Rasputin and they have to destroy him again. Tar-Baphon isn't of course as powerful in this corporeal guise.
Is it good? It is strange and the idea is to do something completely different. I love russian history, and I will add a few twist (Anastasia, Lenin, Stalin, the royal family and all).
I haven't really worked on this. But that's the basic plan that will only start in 3-4 games. One thing will be to get the encounters less powerful, as the module is 10+ levels, and my PCs are around 7.
That could change as I heard good things (Mortavius, Ryan) from CC's Wake of the Watchers, that I originally discarded this adventure as too strange (I kept from it an assassin and a NPC they haven't met yet). Have to read this again.