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The Grand Conjunction

The Grand Conjunction story but now with greater player agency and more consequences. As the earlier modules are being changed minimally (with the exception of Hour of the Knife replacing Night of the Walking Dead so there could be something other than undead in this campaign), I'm not placing them here, but as From the Shadows and Roots of Evil are being basically thrown out changed to suit my party and it's brand of chaos, I'll be keeping track of things for their replacements here on World Anvil.   After leaving Paridon, the party will get captured by Azalin Rex. I'll probably be keeping the way the original started, with a Reaper figure beheading them all and delivering them to Azalin. In order to provide more ability for them to actually make a proper decision later on though, I'm going to make use of Thurbon (now a full lich) to help them escape before the actual time travel spell and then guide them through Darkon and back to Barovia.   Here's where it gets complicated. As the effects of the Conjunction's beginning appear more and more, it'll be obvious that "do nothing" isn't an option. That leaves two choices (I s2g if they find an option three... again):
  1. Properly finish Hyskosa's Hexad and free everyone in the Demi-plane. This gives half the party what they want at the cost of being responsible for all the evil released back into the Material Plane.
  2. Finish the Hexad out of order, making the event collapse back on itself and keeping the evil ensnared. This keeps the vast majority of the universe protected, but I'll need to stress that doing this will effectively trap them forever as well. I honestly think this is what they'll pick, but they've surprised me before.
No matter what they pick, they will experience the Wedding Massacre and deal with Inajira's Ploy, the question is what order basically.

Relations

Protagonists

The protagonists are, of course, our favorite Party of Adventurers.

Allies

There's a large amount and they vary some depending on when we look. Early on, they counted Strahd von Zarovich as one so long as they kept him happy and originally were given advice by Madame Eva that they discarded. They also assisted in smoothing things over in Vallaki, leading to the friendship of key members of the Vallakovich Family and the Wachter Family. Other groups friendly to them are Order of the Silver Dragon, the Amber Temple Guardians and Exethanter (if he can recall them), and the Keepers of the Feather, with many others included.   Picking up new members as they wander the demiplane, it's yet to be seen if they gain any new friends of note. (Edit: They did! As a result of Real Life, one party member left and got replaced by a new person!)   When they reenter Barovia, they'll have allies in the Alchemist's Faction, made up of all of those they befriended before plus a few newer faces.

Neutrals/Bystanders

The Mists are what brought the Party of Adventurers into their lands and are what continue to toy with them. However, they also assist and guide, as many members (knowingly and unknowingly) draw their abilities and powers from them. The Mists are unlikely to make a decision on them until the group has decided, one way or another, if they will preserve the Mists or destroy them.
Plot type
Overall Plot

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