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Recent posts by
Carl Cramér:
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I've been thinking that a World of Greyhawk where the Savage Tide failed might be a cool place to adventure. I know Greyhawk is no longer something Paizo can work on, but I figure these fora can still be a place of fan discussion.
If we stay with the campaign arc's number of shadow pearls, I think they were only about 70 - considering the chaotic organization behind the Savage Tide, that would hardly be enough to cause more than a wave of terror. But imagine a genuinely successful Shadow Pearl blowout - with most large cities blown away. The situation is in many ways similar to the postapocalyptic games that bloomed around 1985. Most larger cities have been "nuked", but important people got away (save DCs are modest). The area of destruction is not huge (only a mile in radius each); the outlying areas of large cities would be spared, only to be savagely attacked by transformed inner city citizens - many still somewhat recognizable. Many cities would be "zombie towns" full of the transformed and those infected. Others will have curtained-of badlands where all the monsters live. Small bands of infected would prowl outlying areas, attack outlying settlements and provide a general menace. The largest cities, like Greyhawk, Dyvers, and Rel Astra, would probably survive because of their powerful guardians and large size. Rural states, like Nyrond, Furyondy, and all hinterland areas, would hardly be affected at all. The emerging city culture of Greyhawk would be setback, but not destroyed. Trade would grind to a halt with so many hubs of communication disrupted, but would soon resume at a much reduced scale.
Recovery could take decades - or maybe just years, depending on resources and heroes to lead. It would be a points of light setting initially, but with a known map and known objectives. Nations would come in to "succor" wounded cites, no doubt re-igniting old political conflicts like the independence of Dyvers. And once the old safe places are saved, the larger world looms.
Monsters in the hinterlands would not be affected at all, and would start raiding the weakened civilized areas. Ius' state seems largely rural, but would probably be disrupted by the loss of key marshaling fortresses. Also, the infected in this area would be particularity vicious because of the high concentrations of military force there. The Great Kingdom would be largely intact but politically beheaded; it is a rural economy, but all the political power is in urban areas. A great opportunity for an insurgent campaign in either of these places.
And finally, there is old monkey-boy himself and his minions, greatly strengthened and with a new unity. The chaos would engender apocalyptic cults, many demon-worshippers. The cults of various demon lords would be warring against each other. Powers like Iggliw that opposed the new king of demons will be in hiding and might have to be sought out for their knowledge. There will be a civil war among the succubi, with a weakened Malcaenet rivaled by the likes of Red Shroud and Shami-Amourae.
Overall, it will be a very chaotic world, and adventurers thrive on chaos.
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I came late into the thread - seems a lot fothis is already outdate - wrote the reply before reading the whole thread :(
Fletch wrote:
The trick, I should think, is to make them think that they're trying to hit the beach. For example, when the storm springs up, have them make their sailor checks and reward success with a chance to take the Wyvern to safety. Describe the beach as a sheltered cove they've sited. When they crash into the reef, give them another sailor roll to get free. When they finally get to the beach, it'll be because they made their rolls, not in spite of them.
THIS is how you manage a problem like this! Love it!
On the trip, having one PC ship and one NPC ship might work well. Put whoever is not central to the plot on the Nixie, then arrange frequent social visits between the ships - dinners and such. Since one ship witll have a lot of female officers and your group seems predominantly male, these visits should be welcome. This also concentrates the social RP to certain situations.
I'd think the Rowyn plot would not work as written for you. As an alternative, have Rowyn on the Nixie too. Let her fool the NPCs there into suspecting each other, including Lavina. There simply is no fair arbiter on the Nixie that everyone trusts to run an investigation. Then have Lavina call in the PCs as investigators.
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Scott Betts wrote:
You're right, she should be roled as a controller. Her brute role was a by-product of her being an ogrekin, but even with its application she remains a much more obvious controller than brute.
Thank you for being so open-minded on this, I was afraid you'd take it as an insult.
Scott Betts wrote:
I find it odd that this fight became so grindy for your group. This fight went very smoothly for my own group. Were the undead listed in the encounter used in the fight? Mammy isn't designed to be her own threat. She's supposed to keep the party in disarray while her undead tear them apart. Those undead are quite strong on their own and Mammy herself should be reasonably assured of having at least one PC dominated per round, unless she's being controlled to a standstill. How did her dominate ability work for your group? My group had a rogue and barbarian, and the strength of their at-will attacks led me to keep them dominated as much as I could. I also dominated the party paladin at one point and had her use lay on hands on Mammy to give her a little extra staying power.
The undead were quite interesting and the fight worked very well as long as they were around. My party is a Swordmage, Sorcerer, Rogue (sneaky dagger-thrower), Warlock, and Bard (melee build). As you can see, the only characters who want to be close are the Swordmage and Bard, both with good Will defense. Also, my players have learned to take down the chattel first and then concentrate on the boss monsters. Mommy didn't actually dominate anyone until the undead were all down. And even when she did, all except the Sorcerer (who was smart enough to stay the hell away from Mommy) need some gimmick to really do damage; the others do pitful damage when dominated.
In the end, we did a storytelling finish, with the players moving outside, opening the windows, and killing mommy with ranged attacks - it was getting very late in the evening at this point. I docked them 3 healing surges for the group and said she went down after a long fight.
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My players just woke up the dragon at Divided's Ire. They cast control winds to cover their passage across the bridge. The storm lasts for hours and is big enough to block all bridges but one and the volcano . They then ran from the enemies still inside and ended up inside before the dragon awakened.
So, what will it do now? Its a pretty stupid beastie (Int 8) and lacks any Spellcraft or Knowledge skills, so it doesn't really know what happened, only that a tornado is throwing chunks of its beloved magama all over the place. I guess this is the kind of thing that can happen in the Abyss, but hasn't in a long time, so the dragon is too pissed to just go back to sleep.
Should it start tearing up the buildings? The tornado is mildly dangerous to it (Fort save +26 vs DC 30), so it would begin with some building not in the storm, which basically gives it a 50% chance to pick the building the players are in. They would have plenty of warning as it would take a bit of time to get through the very solid roof.
It could also simply hover outside and wait - sooner or later someone will walk outside. Its not like dragons lack patience.
As an aside, there are no demons outside any longer - most were swept away by the tornado and ended up outside the Forbiddance effect. They are very happy now - but won't be so happy when the secondary compulsion hits them, probably going to great pains to get even for this cruel "prank".
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Peruhain of Brithondy wrote:
I had been thinking that somewhere in the ruins of the Great Kingdom would be a good spot--Ountsy was where I was thinking of transposing the main city--it's a port and has a female ruler, according to Living Greyhawk Guide. A port city in Ahlissa might work well, too.
There is a dearth of port cities in the southern former Great Kingdom. Their great port to the east (Pontylver) is today a city of undead. Of course, it need not be if we wish to place Korvosa there. Rel Astra, Ountsy, and Roland are also possible options, but too well-detailed in the Living Greyhawk Gazetteer. Dullstrand on the east coast of the Sunndi peninsua might do better. This also has some reasonable wastelands nearby, which serves as the location of the barbarians.
I was previoulsy planning to put Korvosa in Ratik, more specifically the city of Marner. Almost everythig there fits, and there is plenty of room for barbarian tribes and nearby orcs.
Peruhain of Brithondy wrote:
Have you looked at the free download Ivid the Undying? It would have a lot of good background material in it to help with this task.
No. Perhaps I should.
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Quoted from the Downtown thread:
Peruhain of Brithondy wrote:
Carl Cramér wrote:
I got my players away from Farshore to attend Rowyn's official inauguration as a princess of Ahlissa (long story), which of course served as a lovely distraction for Serpents of Scuttlecove.
</anecdote mode>
Rowyn Kellani as princess of Ahlissa . . . wow. At the risk of inciting a threadjack, how'd that happen? I take it your players sold out Lavinia?
Actually, Lavinia helped set it up. This is how it went; My players marooned Rowyn after the incident in In the Sea-Wyvern's Wake. She ended up in Scuttlecove and got recruited to the Crimson Pirates. Rather roughly too. While she didn't protest at the time (smart girl), she didn't like how they treated her. She joined the assault on Farshore but ran away at the first opportunity.
Meanwhile, the players had picked up another bunch of colonists from Dragon Hunters (Dungeon #104) on a small island on the way. While Prince Henri and his cohorts most certainly were not of the same culture or alignment as the players, they decided his case was not hopeless and that taking him along was the best solution. Conveniently, there was room on the Blue Nixie as the passengers had eaten about half of the food stores. Prince Henri enjoyed Lavina's company a lot, tough not of that of the Jade Ravens. After the pirate attack on Farshore, Prince Henri was put in charge of keeping the pirate prisoners on his plantation - the task of being a prison warden being distasteful to my group. Most of the pirates were saved from death and captured - my players are quite pacifistic and very good in outlook.
As one of the more charismatic escapees, Rowing gathered many runaway pirates around her, then contacted Prince Henri with a deal; she'd give up all her pirate prisoners in return for a full pardon. The heroes were reluctant, but both Lavinia ad Prince Henri supported the idea, and it was accepted. Rowyn ended up living on Prince Henri's plantation (Farshore wasn't large enough for both her and the heroes), and the two became an item and finally got married. Her opportunism and quick thinking (CE) complements his steadfast and methodological approach to life (LE), tough neither is as evil as they were at the beginning.
About a year later, all adventures on the Isle of Dread resolved, the PCs arranged a reconciliation between Prince Henri and his mother, who I now (level 15) decided was actually the acting regent of Ahlissa. This was largely possible because Prince Henri has so obvioulsy settled down and "grown up" as his mother would say, getting married , building a plantation, and giving up the ambition for immediate warfare. With Prince Henri restored to the succession in Ahlissa, Rowyn ended up as a princess of that realm.
I don't expect this arc of the campaign to ever visit Ahlissa again, but I'm thinking of placing the Curse of the Crimson Throne in the Great Kingdom, where this act of charity could affect things greatly. I'd not go as far as placing Rowyn as the queen of the Crimson Throne, tough ow that I think of it... This will need more thought.
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Peruhain of Brithondy wrote:
So, you should talk to your DM about down-time needs. However, he may have perfectly good reasons why he doesn't want to accommodate your desire for a trip home. Among other things, it does rob the challenge and drama of being two or three thousand miles away from home and having to fend for yourselves.
Wanting to enforce the lost-world feel does not mean the DM should deny the players needed resources - quite the opposite actually. The only way to keep the players on the Sea Wyvern/Isle of Dread is to give them the resources they need there.
I fibbed quite a lot to keep the feeling of isolation when in Farshore. Isolation is a big part of the "lost world" feel. But to make that work, I had lots of resources available in Farshore, I let my players craft to their heart's desire on the Sea Wyvern, let the players use Alchemy to break down unwanted magic items into components they could make into other items instead of selling them for money, and generally did everything in my power to make the players not want to go back to Sasserine.
<anecdote mode>
Only now, at 15th level and about to play Serpents of Scuttlecove, has the world opened up to the players. By way of "compensation", I had a two-year break in the action just before Serpents of Scuttlecove. People travelled the world and visited loved ones. We had a 1-year RL break due to illness, so a long in-game break seemed plausible as well).
The setup from City of Broken Idols puts you on a schedule for Serpent's of Scuttlecove, but I got my players away from Farshore to attend Rowyn's official inauguration as a princess of Ahlissa (long story), which of course served as a lovely distraction for Serpents of Scuttlecove.
</anecdote mode>
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