Daddison
2016-02-26, 01:30 PM
Playgrounders,
I would like to get some advice from the DMs out there, please. I'm running a 3/3.5 loose homebrew game and have run the story into a situation where the party (APL 5+) is requested to meet with the local lord (Fraylarp) for a number of reasons.
Background on Lord Fraylarp: He comes from a long line of paladins. About 4 decades prior, their court wizard screwed up a major gate experiment and long story short, their entire keep in the forest was leveled and the demon escaped into the wilds. The keep had been in their family for a couple centuries and was connected (via massive tunnel system) to a series of very profitable mines off in the north. Since the majority of the family was killed, the rest were forced into hasty retreat. The paladin faith was somewhat discarded after that and since that time, Fraylarp has built a keep and presides over the entire eastern half of the province. He never speaks of what happened in the forest and shelters his only son from the world because of what happened there.
-- fast forward --
The party has been encountering a large host of orcs (at random) that are clearly part of a cult. A few sessions ago, they briefly encountered a necromancer as well. During that time, the other major town in the province was attacked by orcs/gnolls and essentially razed. They (orcs) abducted the local magistrate/lord (named Carthann), who presides over the western half of the province. The party, quite by accident, was able to survive a massive battle with this group and managed to rescue Lord Carthann who immediately begged them to take him to Fraylarp for council.
The group knows nothing about the keep in the forest.
The necromancer resides there with his gang and has hired a large orc host to guard and bolster it's defenses. The necromancer is secretly in league with some Illithids in abducting magic users from the surface and slaving them to a massive gate system to open a portal to the far plane, etc. (undeveloped filler story). The necro is using this old tunnel system under the forest keep to access the underdark and that's ultimately where I want the party to be.
My dilemma is this: I want the council (that they must have) with the Lords to be memorable, you know? On a council of Elrond kind of level. I would like for Fraylarp's son to be the one who ultimately tells the group about the forest keep and what happened there, as his father is extremely guarded and to proud to speak of the horror that befell his family. Obviously, the orcs are the immediate problem as not many people know about the necro...much less what he's up to.
In tooling around with some backstory, I've decided that the Necromancer at the old family keep in the woods is actually Lord Fraylarp's eldest son. When the demon (Hezrou) crashed the gate years before, the boy could not be found by the family in their haste to escape. Presumed dead or soon to die, the lord made the decision to run with his youngest son and what advisors/troops he could find still alive in all the chaos. The fact is, the boy wasn't dead. He was hiding and while the Hezrou was thrashing the keep, he tried to stay hidden.
QUESTION: Do you think I should have him possessed by this thing?
Here's some supporting backstory for that proposal (leading up to him being a necromancer).
A couple years after fleeing the keep Lord Fraylarp heard rumor that his presumed dead boy was seen in a town approximately 100 miles away. He sent his squire and a small group of soldiers to investigate, but they found nothing except for a horror story about an ongoing serial killing spree that someone had been committing over the past few months. They were targeting local clergy as there modus operandi. Lord Fraylarp, upon receiving word of this, stationed a group of soldiers there to protect the remaining clergy and opened an investigation. The murders stopped shortly thereafter, but the killer was never found.
His boy, Arlo was the killer and left for the old keep. In the tunnels underneath, he accidentally came in contact with an Illithid who saw a potential in him (possession)? The Illithid decided to use him as a vehicle to do surface work and in exchange gave him a host of orcs for protection and free reign of the keep and the tunnel system.
He's a necromancer of Nerull and a klepto for taking artifacts from other deities altars and placing them as trophies around his. He has killed a champion of Kord and Flarnaghan and they are his personal bodyguards (dread wraiths).
Thoughts? Is possession a good idea in this instance? Does it matter?
Thank you for consideration.
I would like to get some advice from the DMs out there, please. I'm running a 3/3.5 loose homebrew game and have run the story into a situation where the party (APL 5+) is requested to meet with the local lord (Fraylarp) for a number of reasons.
Background on Lord Fraylarp: He comes from a long line of paladins. About 4 decades prior, their court wizard screwed up a major gate experiment and long story short, their entire keep in the forest was leveled and the demon escaped into the wilds. The keep had been in their family for a couple centuries and was connected (via massive tunnel system) to a series of very profitable mines off in the north. Since the majority of the family was killed, the rest were forced into hasty retreat. The paladin faith was somewhat discarded after that and since that time, Fraylarp has built a keep and presides over the entire eastern half of the province. He never speaks of what happened in the forest and shelters his only son from the world because of what happened there.
-- fast forward --
The party has been encountering a large host of orcs (at random) that are clearly part of a cult. A few sessions ago, they briefly encountered a necromancer as well. During that time, the other major town in the province was attacked by orcs/gnolls and essentially razed. They (orcs) abducted the local magistrate/lord (named Carthann), who presides over the western half of the province. The party, quite by accident, was able to survive a massive battle with this group and managed to rescue Lord Carthann who immediately begged them to take him to Fraylarp for council.
The group knows nothing about the keep in the forest.
The necromancer resides there with his gang and has hired a large orc host to guard and bolster it's defenses. The necromancer is secretly in league with some Illithids in abducting magic users from the surface and slaving them to a massive gate system to open a portal to the far plane, etc. (undeveloped filler story). The necro is using this old tunnel system under the forest keep to access the underdark and that's ultimately where I want the party to be.
My dilemma is this: I want the council (that they must have) with the Lords to be memorable, you know? On a council of Elrond kind of level. I would like for Fraylarp's son to be the one who ultimately tells the group about the forest keep and what happened there, as his father is extremely guarded and to proud to speak of the horror that befell his family. Obviously, the orcs are the immediate problem as not many people know about the necro...much less what he's up to.
In tooling around with some backstory, I've decided that the Necromancer at the old family keep in the woods is actually Lord Fraylarp's eldest son. When the demon (Hezrou) crashed the gate years before, the boy could not be found by the family in their haste to escape. Presumed dead or soon to die, the lord made the decision to run with his youngest son and what advisors/troops he could find still alive in all the chaos. The fact is, the boy wasn't dead. He was hiding and while the Hezrou was thrashing the keep, he tried to stay hidden.
QUESTION: Do you think I should have him possessed by this thing?
Here's some supporting backstory for that proposal (leading up to him being a necromancer).
A couple years after fleeing the keep Lord Fraylarp heard rumor that his presumed dead boy was seen in a town approximately 100 miles away. He sent his squire and a small group of soldiers to investigate, but they found nothing except for a horror story about an ongoing serial killing spree that someone had been committing over the past few months. They were targeting local clergy as there modus operandi. Lord Fraylarp, upon receiving word of this, stationed a group of soldiers there to protect the remaining clergy and opened an investigation. The murders stopped shortly thereafter, but the killer was never found.
His boy, Arlo was the killer and left for the old keep. In the tunnels underneath, he accidentally came in contact with an Illithid who saw a potential in him (possession)? The Illithid decided to use him as a vehicle to do surface work and in exchange gave him a host of orcs for protection and free reign of the keep and the tunnel system.
He's a necromancer of Nerull and a klepto for taking artifacts from other deities altars and placing them as trophies around his. He has killed a champion of Kord and Flarnaghan and they are his personal bodyguards (dread wraiths).
Thoughts? Is possession a good idea in this instance? Does it matter?
Thank you for consideration.