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Author Topic: The Keep of the Glacier, Darghuul and Drow  (Read 2427 times)
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Coimiral Ap Nar
Heepa-Heepa


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Posts: 7


« on: July 19, 2017, 05:27:45 AM »

Hello there,

This is my first post and I hope that somebody notices because I'd like some feedback

My players reached the Keep of the Glacier (Power Nexus in the Highhorn Mountains from Sorcery and Shadow), the ancient keep that probably the elthedar built long time ago.
In my campaign, the Keep of the Glacier was built to serve two purposes:

1) as a Laboratory/Οbservatory of a powerful elthedar priest/mage, built on top of the Eye of the North (the central pond of icy water that is the power nexus which, before the Sundering could empower divination magic and "scan" the North)

2) as a kind of "treasury" for the elthedar to hide the weapons and artifacts retrieved from the wars against the Darghuul

Now, in my story, the Darghuul are (probably) ancient Aberrations that did not serve Izrador specifically but had a connection to the Lords of Chaos (with Izrador being the most powerful among them), maybe as worshipers or as leeches who fed on their divine power in order  to convert it into arcane power (can't decide yet) and rule the material plane. Maybe the Lords of Light created the Elthedar in order to counter the Darghuul whose worship empowered the evil Deities in their War in Heavens? I don't know

Anyway, the Darghuul, during their own war against the Elthedar, captured and corrupted some of their enemies and created the Drow. They armed their new soldiers with profane weapons and armors created to counter their enemies.

These are the same dreadful weapons that Marnok and his 400 warriors of the Dead Mother tribe carry in the eastern front against the dwarves of the Kaladruns (source: Destiny and Shadow). The location of the ancient armory was given to Marnok from Darshod who wants to create a personal guard against his superior, the Sorcerer of Shadow.

The players found a dying orc  of the Dead Mother Tribe in the Keep of the Glacier and through intimidation,diplomacy and some other darker methods, managed to learn that the Dead Mother orcs stole the weapons under the Shunned Mother orcs' nose. Darshod won't claim the Power Nexus though, because he knows  this will attract the attention of the Kurasach Udareen of the Shunned Mother Tribe, or the Sorcerer of Shadow will claim it for himself.

So, what do you think about my introduction of the Drow in MN? Should I change the servitor race of the Darghuul?

What powers should those weapons and armors have? The sword in the dying orc's hand is a +2 Nine Lives Stealer Falchion but I'd like some ideas./
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Luiniel Blades
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"Inch towards daylight"


« Reply #1 on: July 19, 2017, 06:41:03 PM »

In my game, the Darghuul are the Illithids of Midnight. They are their own sort of bad in a lot of ways, but they had no ties to Izrador.

They are a hive-mind collection who operate deep under the Kaladruns. Effectively what I have as the Underdark of Midnight. There are not many of them left, less than 75. They are all powerful Channelers and are one of the few races with Psychic magic as well. To them other races are lesser beings that serve their ends but they are not inherently evil. In a strange way, perhaps due to their hive-mind, they've grown beyond the morality of good and evil but their thoughts are ordered and still alien in design when compared to other races. They have a wide host of strange monsters that serve them in the dark, and are content with study and surgical dissection to perfect their servants into stronger or more versatile beings.


As far as your Drow servants, I rather like the idea. Although there are already direct servants of the Darghuul written up, Hammer and Shadow describes some ancient and truly powerful ones I believe, also perhaps in Minions of Shadow, they are few and far between.

From the way you describe this armory and its intended purpose, the weapons/armors and artifacts would have all had to have been powerful enough to warrant "hiding." +2 to +5 base weapon enhancements followed by Special abilities depending on the relative power scale seem about right with that. Also as you said, maybe a minor Artifact or two. It makes for some powerful enemies but also gives the PC's to get their hands on some strong weapons that were likely forged by magic that would not be detected by Astiraxes as it was made with either Divine Magic or Innate magics.
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Currently reading: Brandon Sanderson's Mistborn series; The Hero of Ages.
Coimiral Ap Nar
Heepa-Heepa


Spell Energy / Taint +0/-0
Posts: 7


« Reply #2 on: July 20, 2017, 08:12:10 AM »

Thank you for the reply!

I think I will adopt your idea of the Darghuul: Illithids it is then!
Any suggestions as to which books should I read about Illithids? I know them as d&d monsters but I've never used them before.

I'm also intrigued about the possible nature of their magic. Elthedar were worshipers of the Old Gods and they could create golems which in MN are creations of divine magic.

Darghuul magic should be arcane or innate, assuming they did not worship the Gods of Light or Dark? Psychic powers should also be really interesting. Any books about psychics and mind flayers I should read?
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Luiniel Blades
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« Reply #3 on: July 20, 2017, 06:38:33 PM »

In my version, any spell-like abilities that races have are a form of Innate Magic. It's not something that they learn to do, Channeler magic, or are bestowed upon by some greater being, divine magic. It's just something that they can inherently do. Which is why it's innate.

The reason I say this, if you happen to have access to Legends of Shadow, for instance, Ardherin is the Sorcerer of Shadow. It is described as being Innate Magic. It is by all accounts Arcane magic, but it does not act like Channeler magic, which is called out as being arcane magic in this world. He cannot make use of Power Nexuses in the same way as Channelers can and is no longer susceptible to Astiraxes detection or their drain magic ability if one should attack him. It is therefore, to me anyway, Innate Magic. The same could be said of the remaining Dragons in the world. Their magic is also of an Innate nature.

No books about Illithids that I'm really aware of. I just took the base template given from 3.5 and then make them up as I go.

As far as Psionic magic, the 3.5 Expanded Psionics Handbook could give you a fair amount of insight as to the nature of Psionic magic. There is also the Pathfinder: Ultimate Psionics handbook, which supposedly is a conglomeration of the Expanded Psionics and another Psionics book. It's a little bit pricey, but could be worth the investment if you just wanted to buy the pdf version.


Side Note: In my world, the Keep of the Glacier is also the Power Nexus it is described as but it is guarded by an extremely powerful Channeler, Level 20, Lich who predominately uses Ice Magic. He's supposed to be more of a social encounter than anything as he'd likely wreck anyone who came to fight him.
« Last Edit: July 20, 2017, 06:48:35 PM by Luiniel Blades » Logged
Coimiral Ap Nar
Heepa-Heepa


Spell Energy / Taint +0/-0
Posts: 7


« Reply #4 on: July 21, 2017, 06:58:17 AM »

Again, thanks for all the tips Wink

In my campaign, at the top of the Keep of the Glacier (my PCs are going to reach the top of the Keep in the next session, they just finished interrogating the Dead Mother Orc and they are first going to meet his old comrades who've become Fell since they died from an Iron Golem), there is the Last Frost Giant King. In life, he was a good friend to the Tower's Elthedar archmage/ archpriest. After the Betrayal of the Ogre Damens he was hunted and the Elthedar Archmage gave him shelter inside the Keep. But he was mortally wounded and cursed to become a Fell. The Archmage couldn't bear to kill him so he let him die in peace, and created magic runes to trap his Fell form at the top of the Tower.

Maybe I should add the 20 lvl lich as the new form of the Elthedar Archmage who would ask of the players to bring peace to  his old friend Tongue

 
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Luiniel Blades
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"Inch towards daylight"


« Reply #5 on: July 21, 2017, 04:29:44 PM »

Hmm, that's an interesting idea. Especially as he may have become the guardian tied to the Nexus at the glacier keep. In theory, if the PC's decide to go help lay his friend to rest, he could in turn readily give them access to the Nexus with all the benefits of a friendly guardian. He could also give the PC's some historical knowledge from the ancient past of the world. But since he was the guardian of this nexus for so long he has never left it alone for any length of time and therefore knows very little about the world aside from what the occasional travelers have told him.

The Frost Giant King would of course be a powerful enemy in his own right. He'd be one of the ice Fell and add 6-7 levels of Wildlander, Barbarian, or Fighter and you've got yourself the a king. Powerful enough that previous enemies probably have failed to slay him or have simply backed away from. There may be something more to him because he's been hanging around a Nexus for so long. Probably something that's curbed his hunger even more than being an Ice Fell, or else he'd have likely shriveled away to nothing in this time. Maybe the Lich's negative energy touch with constantly infusing him with negative energy curbs the hunger.
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Coimiral Ap Nar
Heepa-Heepa


Spell Energy / Taint +0/-0
Posts: 7


« Reply #6 on: July 22, 2017, 04:00:46 AM »

When you say Ice Fell, do you mean the Cold Ones from the Heart of Shadow?

I was thinking of making him a Maelgral Fell because he's been there for so long and because he would make an easier opponent  (my players are 5-6 lvl)
On the other hand I also think he should have been more powerful than a regular Frost Giant during his lifetime..
I was thinking of having some Runes of powerful magic inscribed at the top of the Keep for the channeler PC to use against him and have a chance to defeat him

Do the maelgral Fell have only the undead template or do they retain their previous template as well (for example is a Frost Giant Fell more vulnerable to Fire Magic>)
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Luiniel Blades
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Spell Energy / Taint +4/-0
Gender: Male
Posts: 1,570


"Inch towards daylight"


« Reply #7 on: July 22, 2017, 11:21:25 AM »

Ah yes, that's true. The Cold Ones are the template I was referring to.
Having magics in place to help the PC's, such as a giant Magic Circle against Evil, Halt Undead, or Forbiddance might make things easier.

Several questions I have then, is if he's as far gone as  Maelgral Fell, then to anyone who knows a little bit about fell, and certainly the Elves would have known, just let him fall into dust. If it's been 10,000+ years since the Fall and about 3,500 +/- a few decades since the First Age when Fell first showed up, then should he actually be a Fell? Maybe he could be some other kind of Undead that doesn't necessarily need a steady influx of enough living flesh to feed his body weight. Skeleton or Zombie would be good ways to readily reduce his Challenge DC, even if he would have normally been very powerful in life. He could be a fast Zombie or a Skeletal Champion if you wanted to make him more challenging.

Giving him or letting him retain the Cold Template would still make him immune to cold damage but would still give him fire vulnerability.
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Against the Shadow  |  Forum  |  Midnight & RPGs  |  GM's Corner (Moderators: Bleak Knight, Glacialis)  |  Topic: The Keep of the Glacier, Darghuul and Drow
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