Ursus the Grim
2011-05-05, 01:15 PM
I'm running a monstrous campaign, now at roughly 13th level. Players are high-powered, using the 5d6 (lowest two) method. They've proven themselves capable of handling level 16 encounters and going one v one with a CR 14 sunwyrm.
In this campaign, a Worm that Walks is trying to manipulate a war between the civilized and monstrous races so he can swoop in and rule both sides, while the Great Blue Wyrm that rules the monstrous races seeks to protect his territory. I anticipate the players will discover the Worm's plot and warn the Wyrm. Once the Wyrm realizes that the Worm still walks, he'll fly to its tower and confront it.
Originally, the players were to head to the Worm's tower and join the fray, either taking down both enemies or choosing a side. Unfortunately, real life events have caused the pace to pick up. The Worm had been keeping the Tarrasque bound and perpetually bleeding under its tower, which was serving to fuel the Worm's considerable powers above and beyond what one would expect. The players would have a chance to gorge themselves on the gruesome source of power, which would give them a great boost in power (and a transformation into a new tarrasque if someone ate the entire heart.)
However, that was intended for them at at least 18th level. Even if the two bosses are already heavily wounded, I can't imagine them being able to do much. The age and size of the wyrm and the level of the worm are both essentially set in stone at this point, but I can't really imagine wrapping this up any other way, and I don't know how to give them major buffs without hand-waving. Thoughts? Suggestions?
In this campaign, a Worm that Walks is trying to manipulate a war between the civilized and monstrous races so he can swoop in and rule both sides, while the Great Blue Wyrm that rules the monstrous races seeks to protect his territory. I anticipate the players will discover the Worm's plot and warn the Wyrm. Once the Wyrm realizes that the Worm still walks, he'll fly to its tower and confront it.
Originally, the players were to head to the Worm's tower and join the fray, either taking down both enemies or choosing a side. Unfortunately, real life events have caused the pace to pick up. The Worm had been keeping the Tarrasque bound and perpetually bleeding under its tower, which was serving to fuel the Worm's considerable powers above and beyond what one would expect. The players would have a chance to gorge themselves on the gruesome source of power, which would give them a great boost in power (and a transformation into a new tarrasque if someone ate the entire heart.)
However, that was intended for them at at least 18th level. Even if the two bosses are already heavily wounded, I can't imagine them being able to do much. The age and size of the wyrm and the level of the worm are both essentially set in stone at this point, but I can't really imagine wrapping this up any other way, and I don't know how to give them major buffs without hand-waving. Thoughts? Suggestions?