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Posts
I think that having a cut throat thief show up at the end of a fight like he's an Archangel is kinda lame. If Penkus had a weapon or magical item worth anything, he should have used it to save his own miserable hide, not waited for a dramatic moment to give it to his avengers. The olny way this would work is if you use a dead PC that the group was really attached to, not some rotting corps they found almost as an afterthought in the first game. office_ninja wrote:
I have to agree. Vanthus wasn't a threat to my players. It was everything up to Vanthus that caused them problems. James Jacobs wrote: "Serpents of Scuttlecove" is about as "adult" as "The Styes" or "The Weavers." It's not going to be in a sealed section like "Porphyry House Horror" was back in issue #95 (which is where Scuttlecove first appeared). In other words, yes, the place has been toned down. But probably not as much as you might think. Cool! One of the things that I did to throw a wrench in my players plans was to have the fleet arrive a week earlier thatn planned. I had the Yuan-ti open up a ship sized dimension door and the fleet sailed through. I also had the flag ship sail into the harbor way ahead of the others, cloaked in invisibility. When the portal opened, the ship became visible and opened fire on the other ships in the harbor. Only the Sea Wyvern was sparred because it was still in dry dock being repaired after a hit and run attack earlier. I ended up doing this because my players finished their prep early, and were starting to way over annalyze everything that was going on. I figured if I just threw them in to it, they would be fine. And they were. airwalkrr wrote:
Personally, I think this is you Dm's fault. I took one read thru of the first game, and decided Lavinia had to be changed in a big way, otherwise my players wouldn't work for her at all, let alone save her when it's needed. I changed her from a weak little girl, to a strong woman who had been groomed to take over her families fortunes whenshe came of age. I gave he a swashbuckler class, and some mage levels, and her level a little ahead of the PC's. (Having her trained by the Jade Ravens on how to fight.) I have three female players (four when I started the path) they would have ripped a damsel in distress apart if I had left it alone (not to mention what they would have done to me.) Fake Healer wrote:
Dude, I saw this on a shirt on cafe press and thought of you: Rouges are red
I run alot of epic level stuff, though we play 2ed, I have PCs that are approaching 60th level. Here is some of what I do: The PC's learn that the gods are just playthings of an older more powerful race that controls all of creation, setting god against god and mortal against mortal. Introduce a pocket dimension that was a genetic experiment of above beings in creating a race of epic level extra planual creatures and monsters The key I've found to running very hig levels is cunning. Play your villans like you are running your own PC's. WHen you create a very difficult problem, don't even try to create a solution for it. That's the PC's problem. Create advesaries that are half again as high level as the PC's and have the PC's fight them on equal numbers. (Anytime a group of my PC's fight a single creature, they cut it to pieces, because of that whole strength in numbers thing. Don't allow the PC's to deal with only one villian at a time. hit them with a half dozen, and allow them to take advantage of the PC's distractions caused by the others. This is what I've got for a start. I've delt with a Player with a similar game style. He was more about shocking other players than he was about playing the game. What I started doing was throwing our Munckin Traps that I knew he'd walk into. (A Munchkin Trap is what our group calls a trap or setup geared at punishing bad behavior, that everyone in the group can see except the person it is aimed at. It only works when the target ignores the advice of the rest of their team, and walks into it anyway.) I had a problem with him killing NPC for no reason other than he could. he'd start bar fights and immediatly go to swords and spells, he'd torture people just because. So, what I started doing was "Hiding" High level NPC's in every Tavern. (One being a 60th level TPK that he walked up to and slapped before being ground into hamburger.)
And as far as txwad,Dude, grow up. It's not funny, and it's not cute (Unless you're playing with a bunch of 14yr olds.) Bathroom humor is the bottom end of the comedy foodchain. It is easy to use, because it requires very little thought. That type of humor went out of style with that Mysoginist Andrew 'Dice' Clay. I had a cool idea, that kind of stunned my players at the Barbas Trading Post in the Mongrelfolk village. Because of how thier city is described, nothing in the trading post could be bought with money (Except silver which to them, I gave the value of gold because they could use the silver for making arrow and spear heads. Everything that they bought had to be traded for something usefull, especially food and tools. Weapons came next, magic, and Misc. Gold and Platinum were worthless. I figured with how on the fringe their society was and how far they were from any place that they could spend cash at, that they would put a higher value on practical items and no value on money. It really threw my players for a loop. *Spoilers* Mid game post. Half the team almost killed by the Elder Black Pudding (Had it drop on them as the were entering the other side of the cave.) They are getting ready to enter the Mongrelfolk village. Have stopped to rest at the curtain. PC's rested while the players went for Starbucks. Down we go! Overseer wrote: Have a demon, sent by Demogorgon, suddenly appear and scoop up his remains before the characters have a chance to use the spell. That's pertty close to what I ended up doing. WHen they cast the spell, I had the body animate, possessed by a small part of an aspect of Demogorgon. IT cast some spells, did some damage and then the PCs destroyed the body for me. James Jacobs wrote:
Do you think that Free Action would be enough to counter that? I just did my first read through on Lightless Depths, and I have a scientific question:While the part can survive the air pressure two miles down, how will they survive the water pressure when they flood the city when maximum dept for a human diver is about 900 feet (313 meters). I understand the whole suspend disbelief thing, but most of my players are either college students or college graduates, and I know this number won't fly. Is there a spell or magical item that will help them survive the pressure or do I need to come up with something on my own? I've had to increase the difaculty of the one ALOT! FOr a start, ten ships instead of five, and a CR20 NPC on vanthus's side. My PC's have fortified farshore to the point of turning it into a fortress, and any ship entering the harbor will be screwed in a matter of rounds. THey had stuff that they had bought that allowed them to return to port and stock up on cannons and black powder, arming three ships to the teeth and with some very cleaver magical enhancements to the ship has given it a water jet propulsion system. On top of that, They already have a way to neutralize the Vroc's. They set out after scrying the fleet to do hit and run attacks. (Damn the history channel for introducing them to chain shot!) In one session, they destroyed four ships in open combat and one undead Kraken that I added just to throw in a monkey wrench (THey turned the Hellfish into a floating bomb with black powder and tar. Blew the thing to rotten calamari). The actual battle even now will most likely be a route, so, I'm having one of the NPC's that they've been traveling with turn traitor and he'll start damaging their defenses from with in, when the attack starts. I don't target PC's usually, unless they become disruptive to the other players, or they start doing really stupid stuff.
I know that with Sea Wyverns Wake, there is alot of NPC interaction with the way that it is writen, but this is how I'm use to running games all the time anyway. I always put an NPC into a group as one of the members. I find that this is an easy way to guide the group through an adventure. The NPC is treated just like any other PC getting a full cut of treasure (Though I tend to fudge their leveling to keep them comprable with the PCs). OVer the years I've created hundreds of NPCs, some with full character sheets, most with just a blurb to help me remember who they are and what they do.
I'm getting ready to run the seige of Farshore in ToD, I'm planning on Tavey turning traitor, having been a plant by Vanthus, and open up a breach in the islands defenses, and maybe have him back stab the PC that has taken under his wing (Literaly). The group has gone to alot of trouble to equip him, and I have another NPC that I've set up to look like a possible traitor. I had Tavey bought as a slave for the captain of the ship. He isn't happy about being owned, and has been stealing everything that he can get his hands on to buy himself out of bond, but the player running the captain treats him like he's her pet, and I've made it clear that there is growing resentment. I'll wait until the height of the battle to spring this on the group. *Evil Laugh* I've found that the biggest fear of new gamers about roleplaying is that they look silly. On eof the tricks that I use to bring them out of their shell is to have an NPC that just starts to pick on them. once the player gets pissed about the attention, they won't bat an eyelash about lashing out at the NPC in character. once they get good results and praise from you and the other players, they will feel more comfortable playing in character. I've been playing D&D for 18yrs now, and I've always had female characters. SOme of they guys that I played with in the begining gave me crap about it, but we were 15 at the time, so it wasn't a very mature response.
I'm just getting ready to start Tides of Dread. I was wondering if anyone out there has gotten farther than this, and if so, how did the game go? I've made some major changes to ToD, so I'm curious as to how it went being run by the book? Aside from that, I'm also curious as to which parts of the game your PC's had the most trouble with? Phil. L wrote: Well, given that James likes rehashing old monsters it could be a little known monster from one of the older editions. If not, it's probably got something to do with the ancient Olmans (maybe a monster with an Aztec or Mayan feel?) or a demonic creature of some sort (another one of demogorgon's illustrious creations). Or the aspect of Demogorgon that is supose to be guarding the operation there. I remember this being mentioned somewhere, I just can't remember where off the top of my head. Sol wrote:
I saw a PoTC playset of the Black Pearl That I had thought about getting that was the right size, but we tend to play at a friends house, so I thought it would be a pain to transport. I was at a game shop in Santa Cruz on vacation, when I found something that will help if you are running ship to ship battles. The is a card game called Pirates that has two snap together ships of various sizes and styles. When I ran the Scarlet Brotherhood blocade in SWW, my PC's got into ship to ship combat, but i didn't have any minis out to show the battle, and they got confused a couple of times. These are perfect, plus they have alot of styles of ships to give the DM ideas. I just wanted to pass this along. I thought it was cool. I posted this about a month ago, and wanted to add this to the thread. I've just finished SWW, it took eight nights of game play an over a month to get through, mainly because my NPC's were a pain in the @$$. Here is the post: So at this point we are two sessions in on ‘Sea Wyvern’s Wake’ and my PC’s are going out of their minds with what I’ve done with the NPC’s. Starting with the first day I’ve had Avner throw a fit causing the captain (A PC) to throw her first mate (also a PC) out of his private cabin to give it to Avner. I’ve had Tavey brought on board having been purchased as a slave by an NPC that I’ve been running with the group since The first game, giving the little boy to the Captain as a gift. There has been the logistical problem of keeping a horse on board the ship. (The horse keeps getting loose because Instead of using the pickled Mephit, I made it the familiar of the assassin. I didn’t use Rowyn)> A day out to sea, the first mate decides it’s a good time to ask about ships weapons. (I gave the Sea Wyvern four guns, but had them stashed in the cargo hold behind all of the supplies and with almost no ammo.) They find out that Conrad is a mule for a blue slaad and deal with that rather well though they find out that Lirith has a massive supply of narcotics on her (This is my own little twist. One of the PC’s asked her if she had anything to knock Conrad out while they cut the slaad out. It made me giggle.) After the surgery they locked Conrad in a storage room, though no one seemed to know why when they thought about it.
I could fill six or seven pages with the hell I put my PC's through with the NPC's. Avner was killed 4 times before the PC's left him dead. Tavey was killed at the ruins, and everyone was so busy looting, they forgot to raise him from the dead and left him on the island only to have to row back and get him. Lirith my little junkie, lost her stash so the PC's had to deal with her in detox. Tavey ended up beating one of Avners servants to death with a broom handle due to some badly worded orders from the ships first mate. The Mephit I used as a familiar of a Lotus Dragon Assassin (Not Rowyn)who kept untying Avner's horse and then scaring it.One of the PC's became obsessed about eating the horse, and in the end did. This is all I can think of off the top of my head. Ressurection and raise dead are very common in our campaign. My wife had found an herbs list from her LoTR core books (Published by ICE)That listed over a hundred different herbs for healing and such. We converted them to D&D stats and have been using them in our campaigns ever since. One of them does Raise Dead and has a very reasonalble cost of only 1000 Gp. It's an easy way to help lower level characters keep in the fight. I personally don't like to make killing off a PC into something permanent, unless it is something that is a very big deal. My players get very attached, and I feel that if you are quick to permanently kill characters, with just a roll another one up attitude, the character looses it's depth, and just becomes a sheet of paper with a bunch of numbers. I'm currently running STAP, my players are near the end of SWW. Only two characters have used guns, One NPC and the ships captain, who's PC is an avid hunter (It didn't take much for me to talk her into a gun). One of the things that I've done with the NPC (Based loosly off of Jayne Cobb from Firefly and Serenity) is have him carrying a wide range of period firearms. muskets, pistols, a double barrel blunderbus, a pepper box pistol, ect. he wears a bandolier with about a dozen different guns, plus caries the blunderbus and the musket strapped to his back. Most of the PC's steer clear of him in a fight due to the instability of the weapons and their tendencies to explode in your hand (Natural one. We play 2ED). Recently the team has run the scarlet brotherhood blocade, and when everyone jumped up to use the ships cannons, they found the only the captain and the NPC knew how to fire them. This led to a crash course in firearms 101, and the first mate blowing up two cannons in the firefight.
Steve Greer wrote:
Have you? what is ten miles to a Teradon or an aquatic dinosaur? We're talking about an archipelago not a seperate continent. James Jacobs wrote: Farshore's population is 220. Most of whom aren't that much in a fight. Why wouldn't more of the population be skilled with combat? They are living on the Isle of Dread! Even with the wall, there are huge amounts of dinosaurs that can fly or swim around it. There are all of the intelligent tribes, including lizard men, and the demons from HTBM, never mind pirates as a whole. I would think that these people have rudimentary combat skills, spell casters, druids and healers of their own. Most evey farmer would have a bow (Or a musket if your using firearms). I really think you are comparing the population to a regular city of comparable size and not an extreme outpost on one of the most dangerouse islands D&D has ever created. Aubrey the Malformed wrote:
And what if they Take Farshore out of the equation all together? It has a protected bay. Two or three ships could mount a defense outside of the bay itself making sure no one gets to land. Turning the beaches into Normandy would bottle neck an invading ground force and they could be cut to pieces by archers. With the way that the Crimson Fleet aproches the Island, there is no reason to assume that the Pc's or the Island defenders will wait for them to land on the island. Especially if they have close to equal numbers (Like taking one of the Scarlet Brotherhood ships from SWW). IF this isn't added into the equation of posibilities it should be. Otherwise you risk railroading you players into following the scenario exactly the way the modual is laid out, and with experienced players this will piss them off, even if they don't say anything. Five ships? That's the invading force? Give me a freaking break! Why would the PC's even bother with all of the side quests when they will have two battle ready ships to fight them with (More if they capture one of the ships from the CBH ambush in SWW). I'm going to have to at least double the number. So at this point we are two sessions in on ‘Sea Wyvern’s Wake’ and my PC’s are going out of their minds with what I’ve done with the NPC’s. Starting with the first day I’ve had Avner throw a fit causing the captain (A PC) to throw her first mate (also a PC) out of his private cabin to give it to Avner. I’ve had Tavey brought on board having been purchased as a slave by an NPC that I’ve been running with the group since The first game, giving the little boy to the Captain as a gift. There has been the logistical problem of keeping a horse on board the ship. (The horse keeps getting loose because Instead of using the pickled Mephit, I made it the familiar of the assassin. I didn’t use Rowyn)> A day out to sea, the first mate decides it’s a good time to ask about ships weapons. (I gave the Sea Wyvern four guns, but had them stashed in the cargo hold behind all of the supplies and with almost no ammo.) They find out that Conrad is a mule for a blue slaad and deal with that rather well though they find out that Lirith has a massive supply of narcotics on her (This is my own little twist. One of the PC’s asked her if she had anything to knock Conrad out while they cut the slaad out. It made me giggle.) After the surgery they locked Conrad in a storage room, though no one seemed to know why when they thought about it.
Heathansson wrote: Curious--is this just a descriptive switch--i.e. using the "savage creature" template and describing them as reavers, or are you using a different stat template? Well mainly it is a descripting switch (though I did boost up their hit points a bit and made sure they had some low level elemental resistance.) I just couldn't get the image of Davy Jones' crew from POTC: Dead mans chest out of my head when I was reading the savage transformation. Six months ago when I first heard of STAP my first thought was of Reavers, and I was a little disappointed when I realized I was off the mark. I made the change because Reavers have two things that make them scary: 1. Is the idea that they really aren't monsters, but humans driven to the point of ultimate savagery. Way more scary than any space monster. 2. is the fact that even with the level of madness the Reavers reached, they still maintained their intelligence and their cunning. THey had their own society that allowed these savage cannibals to raid and work as a cohesive unit maybe even more effectivly than the creatures they were raiding, because they didn't experience fear. When ever I get the chance, I like to make humans the scariest monsters in the realms. One of the best things that I've found to counter act this type of situation is to insert a really abbrasive NPC into the group as part of the team. Make them rude and smart @$$, and counter productive to the group if you have too. Have them single out the characters that you are having problems with and draw them into hating the NPC. If you can piss the player off at theNPC, they'll be more involved just to get even with them. (It helps if the NPC is several levels higher than the group.) The other thing that you can do is set up situations where these characters have no choice but to roleplay. You are the DM and you set the tone of the game. And if the DM ain't happy, everyone dies! If it still doesn't work, then think about dumping some of your players. You don't need to feel obligated to stoop to the lowest common denominator. Ok, so my team makes it to Kracken Cove to find the burning ships and the beach in chaos filled with Savage pirates. What I've done with the Savage Pirates is to change them from what the modual had into something more akin to Reavers from Firefly and Serenity. All my players have seen the movies and were viewing the Reavers as they know them by with a great deal of fear and dread. I also wrote a lead in story setting up the area and a creepy folk tale passed along by sailors about Reavers and Reaver raids. Upon first seeing them on the beach and still alive even on the ships that were on fire *Evil Grin* their response was "F**K this! We're leaving!" It actually took me telling them that they better get use to fighting them now otherwise it's going to be a short campaign. The players engaged them in a fight, but their fighting style was way different than they normaly fight, using way more caution and a whole lot less bravado. My wife told me after we broke for the evening, that I had almost done too good of a job setting the mood. This made me laugh and I had to share. kahoolin wrote:
I collect swords, and every piece I own is a wall hanger, and most would snap if used, but a few of them are full tang 440 stainless steel and razor sharp. If someone was to break into my house, I know that one of these "Wall Hangers" could make this situation look like an episode of "Highlander". Don't dismiss how dangerous these swords are. most of what I own are made of stainless steel and are sharp. Even if the handle breaks, I still wouldn't want to be on the receiving end of that one shot. BTW 440 stainless steel is the grade that is used in making surgical tools including scalples. KnightErrantJR wrote:
When you think about it, D&D IS a strange hobby in our society. THe People who play are of above average intelligence, doing something that is using the purest form of imagination, cunning and teamwork. In society they pay some big Roid Monkey millions of dollars for throwing a ball really hard That is strange! What do you mean this game is on paper? Where is the Controller?Remember, mindlessness is the norm, conformity is the rule, society is little more than apes with laptops.
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