Goodman Games

Fan Forums
It is currently Tue Sep 02, 2014 8:11 pm

All times are UTC - 6 hours




Post new topic Reply to topic  [ 11 posts ] 
Author Message
 Post subject: Ignoring the Sunken Ziggurat -- what happens?
PostPosted: Sun Dec 06, 2009 1:25 am 
Offline
Far-Sighted Wanderer

Joined: Sun Nov 22, 2009 3:32 pm
Posts: 15
Hey gang. My players have blown off a module (DCC #23, Sunken Ziggurat) 3 times, and now I need to figure out a plausible result.

As you know, the module says that there are "Spirits of Uru-Nuk" being created by a defiled altar, deep in the ziggurat. These are created 1 per round (the encounter area near the top of the ziggurat explains that they come this quickly and it will be hopeless to stand and try to take them all on). If I follow that text, approximately 864,000 spirits have flown out into the world during the 2 months the PCs have ignored this module.

I'm using the revised spirits from the Dungeon Denizens PDF. The Spirit of Madness is a CR 4, casting hypnotic patterns, confusion spells, and its touch can reduce wisdom to 0 (catatonic, nightmares). The Plague Spirit is a CR 5 and casts contagion. The Storm Spirit is CR 6, hurls 1 lightning bolt per day, and slams for shock damage. They all have DR 5/magic, and elemental traits.

What is the logical conclusion of ignoring the ziggurat's rise? Do I really keep this thing creating 1 spirit per round? Would someone intervene before the numbers got huge? Are towns & villages destroyed? On what scale? How bad do you imagine this could get?

One last twist. In my campaign, I have Tiamat as very much alive. The module portrays Tiamat as dead and the ziggurat may feature in Tiamat's rebirth. Since in my game Tiamat never died, I've toyed with putting Zargon in there instead. There is a 3.5 edition conversion of Zargon (he's more than halfway down the page, with the description of room #100), if that helps you to get a feel for him. It's a possibility, if you find that to be an interesting path to consider.

I'd love to hear your thoughts. Thanks.


Top
 Profile  
 
 Post subject: Re: Ignoring the Sunken Ziggurat -- what happens?
PostPosted: Sun Jan 10, 2010 1:03 pm 
Offline
Steely-Eyed Heathen-Slayer
User avatar

Joined: Sun Jun 03, 2007 8:23 am
Posts: 593
Location: Auburndale, FL
The world ends! :mrgreen:

_________________
"When creating your character,choose an ethical system that can justify nearly any fit of temper, greed, cowardice, or vindictiveness, for example, Chaotic Violent..."

THE PROTOCOLS, ADVANCED PROTOCOL #10


Top
 Profile  
 
 Post subject: Re: Ignoring the Sunken Ziggurat -- what happens?
PostPosted: Wed Feb 10, 2010 6:04 am 
Offline
Ill-Fated Peasant

Joined: Sun Sep 28, 2008 10:47 am
Posts: 4
Where does it say once per round?

Under Area 1.2 it says
Quote:
The spirits are intent on rising up out of the ziggurat to spread plague and horror across the land. If either of them is approached within 5 feet or molested in any way, they engage the party immediately. Each turn, another spirit (equal chance of plague, storm or madness) burbles up through the cracked mud and joins the fray. Make it
clear to the party that more smoke is streaming up through the cracked mud-brick, bringing with it more foes.


So, that's once per turn.
If the players don't fix it, some other bunch of adventurers are sure to come along and save the day. I'm sure the local area would be affected (see under plague wind in the "getting the characters involved" section).

Check the spirit descriptions for the sort of things that would happen:
Storm spirits would move rapidly around the local area, attacking travellers and lone farmhouses as they travel away from the ziggurat.
Plague spirits hang around battlefields, infecting the wounded. have them affect a Player character after a battle, that will get their attention. I would expect them to start affecting nearby towns as well, and massing near graveyards and plague pits, once an epidemic took hold.
Madness spirits would attack people randomly. The players might come accross a farm where the farmer had gone insane and killed his family. Walking through a town, a merchant caravan is suddenly attacked by a group of beserk residents. The local leader starts hearing and seeing strange sights, and blames the players in his paranoid delusions, while his grandchild falls into a catatonic sleep from repeated contact with the spirits.

Just make up some other dragon. The name isn't important, as long as you are consistant.


Top
 Profile  
 
 Post subject: Re: Ignoring the Sunken Ziggurat -- what happens?
PostPosted: Wed Feb 10, 2010 12:30 pm 
Offline
Far-Sighted Wanderer

Joined: Sun Nov 22, 2009 3:32 pm
Posts: 15
nyhotep wrote:
Where does it say once per round?

I'm playing the 3.5 edition version. Unlike in earlier editions where a turn stood for something long (10 minutes, I think), in 3.5 it just means "the player's turn in initiative order." So it's once per round. However, let's assume it's a typo and the authors meant for it to really be once every 10 minutes. In that case, 2 things. First, then it obliterates the need for the warning text that comes with it ("watch out they keep coming up and the players will be overwhelmed!"), as the players will handily defeat 1 every 10 minutes. But also, even if that's true, it only drops us down from almost 100,000 created over the course of months to a "mere" 1000 created over the course of months. I guess that means no apocalypse, but it certainly still means massive localized damage. I'd still think that's enough to wipe out small towns.

It would be nice to hear what the author's intent was, however.

In my case, the game has already played, and I've already ruined that area of the world. Everything was lightning bolted to death, madness everywhere, and now what's left is a devastated wetlands populated by lightning-resistant creatures. Lots of corpses and stink everywhere, too.


Top
 Profile  
 
 Post subject: Re: Ignoring the Sunken Ziggurat -- what happens?
PostPosted: Sun Dec 04, 2011 6:46 pm 
Offline
Steely-Eyed Heathen-Slayer
User avatar

Joined: Sun Jun 03, 2007 8:23 am
Posts: 593
Location: Auburndale, FL
DCCfan wrote:
The world ends! :mrgreen:

I made this post awhile back to be funny, but now I find myself running this adventure and having the same question as aboyd. I would also like to know the authors intent. In Area 1-2 under Developments it mentions another spirit breaking free every turn. Aboyd brings up a good point about all of these spirits being set loose on the locals. 1 spirit every 10 minutes = 144 a day/1008 a week. My players are on day three already and only on level 3. I think I'm going to say that they just scatter after getting free from the ziggurat and do only some damage to local tribes. So the world doesn't end after all. :D

_________________
"When creating your character,choose an ethical system that can justify nearly any fit of temper, greed, cowardice, or vindictiveness, for example, Chaotic Violent..."

THE PROTOCOLS, ADVANCED PROTOCOL #10


Top
 Profile  
 
 Post subject: Re: Ignoring the Sunken Ziggurat -- what happens?
PostPosted: Tue Dec 06, 2011 9:35 am 
Offline
Cold-Hearted Immortal
User avatar

Joined: Fri Mar 10, 2006 3:46 pm
Posts: 2290
Location: Left Coast, USA
Actually, it's worse than that! If it is once per turn, under 3.5 that means 1 appearing per PC per round!!!

The more players you have, the faster the apocalypse arrives... :twisted:

_________________
Gnome Boy (a.k.a. "Jon") • DCC play-tester @ DDC 35, Feb 2011. • Beta DL 2111, 7:00 AM PT, 8 June 11.
Playing RPGs since 1977 • Quasi-occasional member of the Legion of 8th-Level Fighters - Holds the power to play gnomes at will!

Here Be DCC Monsters...

General Yoros, Warrior, Str 13, Agl 8 (10), Stm 17, Per 13, Int 11, Lck 8; Law, HP 39, AC 17, R+2, F+4, W+2, band/shld, warhammer, longsword, longbow, pitchfork

Han Dee, (Weaver) Neutral Thief, Str 10, Agi 13, Stm 11, Per 11, Int 15, Lck 14, AC 13 (Leather), HP 25, Luck Die d6, Backstab 3, Sneak Silently 10, Hide In Shadows 9, Pick Pocket 10, Climb Sheer 10, Pick Lock 9, Find Trap 9, Disable Trap 9, Forge Doc 10, Disguise 3, Read Lang 5, Handle Poison 3, Cast Scroll d14+2, birth augur (Born under the loom) +1 to all skill checks (including thief skills), Banepicks (auto pick lock/disable trap, but lose 1d3 random ability loss, if a 3 then 1 pt is perm)


Top
 Profile  
 
 Post subject: Re: Ignoring the Sunken Ziggurat -- what happens?
PostPosted: Sun Jan 22, 2012 6:08 pm 
Offline
Steely-Eyed Heathen-Slayer
User avatar

Joined: Sun Jun 03, 2007 8:23 am
Posts: 593
Location: Auburndale, FL
Finally made it to the end of this adventure. Work and the holidays got in the way. In area 5-7 under developments it says that the spirits will dissipate after the last altar is sanctified completing the ritual. I take this to mean that all the spirits created by the ziggurat are destroyed. The world does not end.

_________________
"When creating your character,choose an ethical system that can justify nearly any fit of temper, greed, cowardice, or vindictiveness, for example, Chaotic Violent..."

THE PROTOCOLS, ADVANCED PROTOCOL #10


Top
 Profile  
 
 Post subject: Re: Ignoring the Sunken Ziggurat -- what happens?
PostPosted: Sun Jan 22, 2012 6:08 pm 
Offline
Steely-Eyed Heathen-Slayer
User avatar

Joined: Sun Jun 03, 2007 8:23 am
Posts: 593
Location: Auburndale, FL
Finally made it to the end of this adventure. Work and the holidays got in the way. In area 5-7 under developments it says that the spirits will dissipate after the last altar is sanctified completing the ritual. I take this to mean that all the spirits created by the ziggurat are destroyed. The world does not end.

_________________
"When creating your character,choose an ethical system that can justify nearly any fit of temper, greed, cowardice, or vindictiveness, for example, Chaotic Violent..."

THE PROTOCOLS, ADVANCED PROTOCOL #10


Top
 Profile  
 
 Post subject: Re: Ignoring the Sunken Ziggurat -- what happens?
PostPosted: Thu Jan 26, 2012 6:11 am 
Offline
Tight-Lipped Warlock
User avatar

Joined: Mon Apr 05, 2004 6:30 pm
Posts: 1082
Location: In a galaxy far, far, away (Missouri)
DCCfan wrote:
I take this to mean that all the spirits created by the ziggurat are destroyed. The world does not end.


I think that depends upon whether you want the players to roll up new characters or not. :lol:


Top
 Profile  
 
 Post subject: Re: Ignoring the Sunken Ziggurat -- what happens?
PostPosted: Tue Dec 11, 2012 11:00 am 
Offline

Joined: Tue Dec 11, 2012 10:53 am
Posts: 2
Hello, Richard Pocklington here, the DM who wrote up Sunken Ziggurat.

In the world from which the module was drawn, the spirits from the Ziggurat always attracted enough attention by causing havok that the players (of good alignment) could not ignore the threat.

The high rate of spirit generation is meant to occur only at the point in time that the players arrive at the Ziggurat, not that this rate is constant across time.

It is meant primarily as a plot device to encourage the players to get inside the Ziggurat and stop futzing about outside endlessly, which can sometimes happen.

It was my intention that if the situation was left to fester, eventually an evil doer would make their way down and remove the spear tip from her heart.

This would not precipitate the end of he world, but with a newly risen Tiamat, the world would have yet one more terrible issue to deal with.

Hope you enjoyed the adventure.

Onward's to Glory!


Top
 Profile  
 
 Post subject: Re: Ignoring the Sunken Ziggurat -- what happens?
PostPosted: Thu Dec 13, 2012 4:33 pm 
Offline
Steely-Eyed Heathen-Slayer
User avatar

Joined: Sun Jun 03, 2007 8:23 am
Posts: 593
Location: Auburndale, FL
Thank you for the reply and we did enjoy it.

_________________
"When creating your character,choose an ethical system that can justify nearly any fit of temper, greed, cowardice, or vindictiveness, for example, Chaotic Violent..."

THE PROTOCOLS, ADVANCED PROTOCOL #10


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 11 posts ] 

All times are UTC - 6 hours


Who is online

Users browsing this forum: No registered users and 1 guest


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
cron
Powered by phpBB® Forum Software © phpBB Group