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Cake day: July 1st, 2023

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  • Hmm, I don’t mind your idea at all but it is hard to implement so I see your trouble. Some folks have given good options but I’ll offer a different way to do it. I’d have one attack per player since it is a god, let him wreck house. Maybe increase the number of enemies to accommodate the attacks. Since this is a god regaining their power and their trying to control it I’d have two DCs for their check each round. First DC is if they listen and should be passed most of the time maybe 10 or 15. If they don’t then it might be bad for the party but otherwise they attack the target as intended. The second DC should be failed most of the time, maybe 20 or 25. If they fail this DC the the god still acts as ordered but releases a chaos burst as it does. I personally always use the d10000 list of chaos burst, its fun.





  • Alright so I’m not great with established lore but I am great at improvisation. What I’m gathering is that you need a reason why this unconnected leader is suddenly helping this splinter of his own organization?

    My immediate thought is politics, the actual head of this splinter has a problem (the party) and needs a way to solve it but since they’re a splinter they don’t have the resources. So through some political maneuvering they got szass to agree to help. Maybe he doesnt know they’re splintering and the party can use that to sow chaos and escape. Maybe he does know and the splinter leader used a really big bargaining chip to get szass’ help, then the party could do something for szass’ to get him to stop helping the leader.

    There’s always the illusion idea, that wasn’t really szass but a way to scare the party and throw them off. At their level this may be difficult because they probably had ways to detect this.

    There’s the intervention idea, someone investigating szass for unrelated reasons finds out where he is and launches a raid, giving the party a chance to escape. Then you get more time to figure out they why on everything.