It's been a while since I've visited the Necromancer games forums. Some of you will no doubt remember me as the fellow who wrote several long posts regarding how I fit Aberrations into my Tainted World campaign. The party has reached the 12th level zone now, and I'm intending to use Chaos Rising for the next adventure. However, this will take a few tweaks.
First, some background...
In this particular campaign world, something drastic happened about 300 hundred years ago which contaminated the Arcane spell pool. Casters who dabble with arcane magic today, risk becoming tainted which can kill them or turn them into some kind of hideous aberration known as Tainted Ones. In the Aberrations module, the Mathens were a prime example of this. Little information on what really caused the Arcane Taint to occur has been uncovered, but there are strong hints that it is somehow planar-related in origin.
The obelisks in Aberrations were created to try to harness the tainted energy. Why? Possibly to create more tainted creatures. But maybe there was a more sinister plot at hand?
This is the angle I'm planning to tie in with.
The tainted ones (including the Mathens and Fluopolith) were actually attempting to align the obelisks to help penetrate the vault in Chaos Rising. Had I been smart, I would have left a bread crumb behind to tie in. However, Fluopolith did escape, so there is still the potential to use him to help tie in.
Recently, the party has been on a quest to find 5 pieces of equipment that were forged from Star Metal. (The Ethereal Crown in Aberrations is also formed of this same Star Metal.) These items were lost shortly after a war just prior to the coming of the Taint (so just over 300 years ago). The party has one item in their possession so far. One of the other missing pieces is an amulet.
This is where things begin to get a bit tricky...and where I need to begin modifying Chaos Rising to fit my campaign story.
The obelisk/vault/whatever was not the container for the amulet in the adventure. Instead, it was the prison for a creature from the outer chaos regions. This is also the reason why the Tainted ones have been driven to open it. This item fell to this planet centuries ago, and the dwarves revered it for it's craftsmanship. For decades they worked to penetrate it, but failed. Their own god finally saw fit to aid them, for he too was curious as to its contents (gods in this campaign are not necessarily totally omniscient). Creating the key weakened him badly, but the deed was done.
Using the key, a formidable patrol of dwarves went into the object, but the few returning survivors were horribly mutated. One of those dwarves had the amulet, and it was left/lost inside. Shortly after this, the Taint struck. (Though the contents of the vault are related to the taint, this was not the ultimate cause of it.) Fearing that he had unleashed something dreadful, the dwarf god acted quickly. Using all of his might, he erected the various barriers to seal the object and guard the key, hoping to contain whatever foul things lay within it. But he also realized that sealing it forever might not be wise in case the cure lay within as well. That is why the portals were constructed and the key left intact. His noble act was not without cost, as the dwarf god sacrificed himself in the effort. Many of the remaining dwarves volunteered to stay within the structure to help guard against whatever foul things lay inside as well as fend off those who might try to unseal it.
Some other changes...
There is some time travel involved, but it will only span the last 300 years. Instead of a blood moon, I'm considering using a blood star (a red comet) that passes overhead every 300 years or so. The demon attack was caused by some Tainted ones making a bargain with a powerful demon. Similarly, the undead attack was also inpired by them.
The big change will be what the party finds and faces inside the object. It will not be Jubilex inside, though the creature will likely be formless.
Any thoughts on these ideas?
First, some background...
In this particular campaign world, something drastic happened about 300 hundred years ago which contaminated the Arcane spell pool. Casters who dabble with arcane magic today, risk becoming tainted which can kill them or turn them into some kind of hideous aberration known as Tainted Ones. In the Aberrations module, the Mathens were a prime example of this. Little information on what really caused the Arcane Taint to occur has been uncovered, but there are strong hints that it is somehow planar-related in origin.
The obelisks in Aberrations were created to try to harness the tainted energy. Why? Possibly to create more tainted creatures. But maybe there was a more sinister plot at hand?
This is the angle I'm planning to tie in with.
The tainted ones (including the Mathens and Fluopolith) were actually attempting to align the obelisks to help penetrate the vault in Chaos Rising. Had I been smart, I would have left a bread crumb behind to tie in. However, Fluopolith did escape, so there is still the potential to use him to help tie in.
Recently, the party has been on a quest to find 5 pieces of equipment that were forged from Star Metal. (The Ethereal Crown in Aberrations is also formed of this same Star Metal.) These items were lost shortly after a war just prior to the coming of the Taint (so just over 300 years ago). The party has one item in their possession so far. One of the other missing pieces is an amulet.
This is where things begin to get a bit tricky...and where I need to begin modifying Chaos Rising to fit my campaign story.
The obelisk/vault/whatever was not the container for the amulet in the adventure. Instead, it was the prison for a creature from the outer chaos regions. This is also the reason why the Tainted ones have been driven to open it. This item fell to this planet centuries ago, and the dwarves revered it for it's craftsmanship. For decades they worked to penetrate it, but failed. Their own god finally saw fit to aid them, for he too was curious as to its contents (gods in this campaign are not necessarily totally omniscient). Creating the key weakened him badly, but the deed was done.
Using the key, a formidable patrol of dwarves went into the object, but the few returning survivors were horribly mutated. One of those dwarves had the amulet, and it was left/lost inside. Shortly after this, the Taint struck. (Though the contents of the vault are related to the taint, this was not the ultimate cause of it.) Fearing that he had unleashed something dreadful, the dwarf god acted quickly. Using all of his might, he erected the various barriers to seal the object and guard the key, hoping to contain whatever foul things lay within it. But he also realized that sealing it forever might not be wise in case the cure lay within as well. That is why the portals were constructed and the key left intact. His noble act was not without cost, as the dwarf god sacrificed himself in the effort. Many of the remaining dwarves volunteered to stay within the structure to help guard against whatever foul things lay inside as well as fend off those who might try to unseal it.
Some other changes...
There is some time travel involved, but it will only span the last 300 years. Instead of a blood moon, I'm considering using a blood star (a red comet) that passes overhead every 300 years or so. The demon attack was caused by some Tainted ones making a bargain with a powerful demon. Similarly, the undead attack was also inpired by them.
The big change will be what the party finds and faces inside the object. It will not be Jubilex inside, though the creature will likely be formless.
Any thoughts on these ideas?
