Tinkerer

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I have a Sable Company PC in my campaign, and it hasn't been a big issue. She didn't join the party until around level four, a little bit into 7DttG (after the player's previous PC got a bit too nosy looking into the Gray Maidens). So I can't speak as much to the low-level issues, but other than dealing with Lamm, the majority of the work the PCs are doing in the first couple adventures is directly for, or aligned with, the guards.

My PCs are super close to Kroft, so they'd always go to her for support anyway. Having a Sable Company PC has actually helped, and just made it smoother when the PCs want to use the force of the law to back themselves up. There've also been instances where I've had Kroft or Marcus Endrin tell her outright not to wear any symbols or use her hippogriff, so that if things go bad it doesn't hurt the Sable Company.

It definitely has given the PCs a little bit of authority, but since the Grey Maidens don't answer to the Sable Company, it hasn't been a big deal. It also will be great when the company is shut down, because that'll rip that power away and give the character even more motivation for revenge (especially because Marcus Endrin is her brother-in-law).

Regarding flight at a low level, I don't think it's as big a deal in this campaign as others. Most of the low-level encounters are in tight spaces where a hippogriff lacks the maneuverability to be much use in the air (though it's certainly a powerful fighter), and as long as it can't carry the whole party, faster transport for one or two characters across the city isn't a big deal.

So yeah, I don't think there's any real issue with allowing a Sable Company PC.


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Just wrapped up my campaign yesterday, so I thought I'd bring this thread back:

1) Kings of the Rift - it was the most complicated to run, very chaotic, and open enough that I had to stay on my toes, but when it worked, it really worked.
2) The Whispering Cairn - even ignoring the excellence that is Diamond Lake, it's an incredibly solid start to the campaign, a great dungeon crawl, and I love how the sidequest of Filge is the real hook.
3) The Library of Last Resort - it manages to cram so much high quality content into the adventure. Darl and Krathanos were two of the most memorable NPCs in the campaign.
4) The Champion's Belt - this was the third or fourth time my group has had an arena session, and rather than groans, they were excited and had a lot of fun because the adventure is so well put together.
5) The Hall of Harsh Reflections - two solid dungeon crawls, a good setting, and a villain (Zyrxog) that evolved into a long-term nemesis.
6) The Three Faces of Evil - it had some flaws, but the interplay between the three groups led to a lot of interesting roleplaying, and the encounters were uniformly excellent.
7) The Prince of Redhand - Alhaster made for a great setting, and the party was fun but not earth shattering.
8) Dawn of a New Age - a good conclusion that keeps everything moving quickly. Satisfying, but not outstanding.
9) The Spire of Long Shadows - an incredibly tough, enjoyable dungeon crawl with a lot of interesting new monsters. Engaging enough to keep the PCs coming back after all those deaths, but felt like it could have been a lot better.
10) Into the Wormcrawl Fissure - Dragotha was excellent, and Zulshyn made for an interesting break from all the combat, but otherwise there wasn't too much memorable about this adventure.
11) Encounter at Blackwall Keep - it was merely okay. The siege was surprisingly easy, the trek through the swamp lacked development, and the lizardfolk's lair was brief for a party that didn't fight their way through.
N/A) A Gathering of Winds - this one didn't really grab me, and since the party failed to stop the Ulgurstasta in The Champion's Belt, so I skipped it to run a few sessions of them cleaning up the mess.


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My PCs put me in a similar situation. One spoke Terran, so I knew they'd talk to him. They rolled well on diplomacy, so I had Artophanx reveal his information in exchange for the promise that they'd free him in the future. I had decided that while in his egg form, Artophanx didn't even sense the passage of time (so he was confused when they first woke him up).

After finishing Encounter at Blackwall Keep, the Wizard returned to the Whispering Cairn and used dispel magic the free the elemental, who he then convinced to serve him as a new familiar. Of course, when he returned, Artophanx thought that he was being woken up immediately after going into his egg. I played him as not particularly smart and unable to quite comprehend how time passes while he's hibernating.

I think it's well worth giving Artophanx a lot to say when they first encounter him, if they're able to speak to him. He's the only NPC they'll speak with in the Cairn other than Alastor, and the best source for the sort of information that knowledge checks won't be able to provide.


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Perhaps the last two deaths in my campaign:

Character: Ellizabella Barriston, artificer 21
Adventure: Dawn of a New Age
Location: Lashonna's Ciborium
Cause: Vampires. Lots and lots of vampires.

Ellizabella (Lizzy) has been an almost unstoppable force throughout the entire campaign, an artificer with defenses beyond most beings ability to bypass. Lashonna, knowing this, equipped herself and her three blessed angels with antimagic torcs (from Underdark). Despite her penchant for spellcasting, she realized that her best option was to disable all the items and engage in melee against a defenseless Lizzy. Along with a blessed angel and three vampires, Lashonna cornered Lizzy and her level was drained entire after a couple of rounds.

Character: Keveth, fighter 21/paladin 11, hellreaver 10 (gestalt)
Adventure: Dawn of a New Age
Location: Lashonna's Ciborium
Cause: Blessed Angel

Not long after that, Keveth was attacked by a blessed angel that had not yet activated it's torc. It managed to unleash a full attack, and one lucky roll of a 20 allowed the vorpal sword to cleave Keveth's head off. Luckily for him, he had a contingent revivify and the next turn. From the ground, he grabbed his sword, which had been dropped in the adjacent square several turns earlier in favour of a wand, and stabbed up at the angel, channeling all of his abilities into it and slaying it in one strike.

This was supposed to be the finale, and Kyuss has just emerged from the monolith, but unfortunately a difficult scheduling situation and a thankfully harmless medical scare forced us to stop there. Wouldn't be surprised if I'm back here in a couple of days with one or two to report from my powered-up Kyuss.


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Two more tonight, sort of.

Character Name: Keveth
Adventure: Into the Wormcrawl Fissure
Location: The Apostle Caves
Cause of Death: Death Trap

The Death Trap lived up to it's name.

Character Name: Keveth
Adventure: Into the Wormcrawl Fissure
Location: The Apostle Caves
Cause of Death: Death Trap

After being brought back with revivify, the Death Trap proved it was, in fact, perfectly titled.


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I was posting some recent deaths in the obituary thread and was going to explain all of this there, but I thought it warranted it's own thread, as it might give future DMs some ideas.

While my players have been trying to stop the Age of Worms, a sidestory has been grabbing at least as much of their attention. In Hall of Harsh Reflections, with two deaths in the doppelganger's warehouse and three more in Zyrxog's Domain. In the room right before encounter Zyrxog, down two party members and (unknowingly) holding a ton of cursed items, they made the decision to retreat. This was probably a wise move, as they would have had trouble taking on Zyrxog in the state they were in, but it was followed by two major mistakes. First they decided to wait for a few days, and second, they decided to make the doppelganger's warehouse their new base.

Zyrxog, being an intelligent fellow, used his scrying pool and watched as they rested. Seeing that it was only a matter of time before they came for him, he decided to hit them first. He procured a scroll of teleport, grabbed his two surviving octopins, cast his buffs, and teleported in to the room where the doppelganger's leader had been while the party was testing out the mind gem device on a captured drow.

The fight was over in a few rounds. The octopins overwhelmed and cornered the party wizard. The fighter, reincarnated as a tiny lizard creature after dying in Zyrxog's lair, was next to useless and had his brain eaten by Zyrxog. The artificer and spellthief tried to run. The spellthief used a potion of Gaseous Form to slip away, but the artificer wasn't so lucky, and was mindblasted and dominated. Luckily for the party as a whole, her familiar was intelligent enough to take a bite out of the dead wizard and sneak away, finding the druid who had reincarnated party members several times in the last few days. The wizard was brought back (now a lizardfolk instead of a dwarf), and managed to regroup with the spellthief at Eligos's house.

After that defeat, they hoped Zyrxog would leave them alone, and decided to investigate the Free City Games (they'd been wanting to join since they first arrived in the city, so no motivating was required). They signed up, and agreed to help locate their sponsor's missing sister. They recruited two new party members, Eligos's brother, a warmage, and a hulking frenzied berserker dedicated to Pelor. After a few days in the arena, Eligos came to visit them with troubling news. He and Celeste had decided that Zyrxog was too dangerous to stay in the city and had entered his lair to try to deal with him, but the mindflayer wasn't there at the time. They took the opportunity to look around, and found the ledger with details of Zyrxog's transactions with Raknian. The party was concerned about the Apostolistic Scrolls, but dismissed the idea that they would be under the arena somewhere, and decide to focus on winning the games so that they could get into Raknian's manor. In the final fight, the Ulgurstasta showed up, ate Auric, and turned the entire audience into wights. By the time the party escaped, rested, and returned to the Free City, it was being overrun and being evacuated, the wights contained by powerful wizards and clerics from around the world, but too great in number to be destroyed quickly.

The party did check Zyrxog's lair for themselves a few days later, but by that time he had left town. They spent the next few months cleaning up their mess in the free city and hunting down the Ulgurstasta (I decided to skip A Gathering of Winds, and used this instead). When they finally felt the situation was under control enough to return to their quest, they set off to Magepoint. A few attempts were made to locate their captured Artificer friend, but none were successful. The Spire of Long Shadows gave them some a lot of trouble, and while taking a few days of downtime in Magepoint between attempts to reach it's lower levels, they were attacked. An assassin targeted the frenzied berserker in the town square, causing him to fly into a rage and, unable to see his assailant, attack the villagers. The assassin was found and captured, and the berserker was able to get away with a large fine and exile from Magepoint, as the guards doubted the could hold or execute him without more deaths.

The assassin had a note with directions to a meeting place, so the party followed that and found a cave. Inside, they were surprised to find octopins, but as they traveled deeper, it became clear that this was one of Zyrxog's bases of operation. They found their artificer deep in the caves, channeling magic to enhance three octopins to great size. The wizard was able to dispel her domination, and, realizing that the they stood little chance against the giant creatures, the frenzied berserker offer his (now disgraced) life to hold the creatures back while the rest of the party escaped. The artificer tells the party that she was forced to make magic items for Zyrxog during the months of her imprisonment, not mentioning the fact that she was also used as an assassin for him.

Fast forward to the Library of Last Resort now. When Lashonna scrys on Darl Quethos, they see an all too familiar illithid on the ship. When the party arrives on the real Tilagos island through the portal of storms, and after speaking with the wild watchers, the artificer hears a disturbingly familiar "voice" in her head. Zyrxog tells her that he is working with Darl in hopes of taking his delicious, knowledge filled brain. He knows that the party seeks the information of the island, so he tells them that he plans to betray the cleric at a time when it would turn the course of the battle between the two parties.

When the party arrives at the Lair of Harrowdroth, they are able to take out the nightmare beast without any trouble, but the artificer is warned by Zyrxog that Darl's party is about to arrive. The party takes defensive positions, but are quickly overwhelmed by the number of intelligent, tactical foes. The cleric (a replacement after the spellthief died in the Spire of Long Shadows) and artificer are killed, while the fighter (the one who was originally killed by Zyrxog, brought back at a higher level by a miracle) and wizard manage to grab the bodies and escape. Darl has little interest in pursuit, having succeeded in his goal of weakening the party while taking no casualties on his own side. Zyrxog remained out of the way during the fight, sending out a few mindblasts and a lightning bolt, but knowing that most of the party was immune to his stunning now.

After retreating, resurrecting, and resting, the party returned to Tilagos and turned Darl's tactics against him. They scryed on one of his monks, and watched until the realized that they were going after the Night Twist. They quickly made their way to the forest and, when Darl's party was engaged in combat with the tree, they attacked. The open terrain was much more to the party's advantage, and the artificer put walls of stone all over to shape the battlefield to their needs. When several of Darl allies were dead, Zyrxog told the artificer that he would turn on Darl. She put a dome shaped wall of stone over them, trapping them in a tight space together. Once the rest of Darl's party was dead, they opened up the dome. Inside they found Zyrxog, who had tried to grapple Darl and failed. He had been hit with a dimensionally anchor, then harm, and finally Darl had used carved the words "All yours, Ellizabella" (the artificer's name) into his forhead. Darl was nowhere to be found, but Zyrxog was at one hitpoint, and unable to escape. Before he could even try to reason with the party, he was knocked unconscious by the fighter. As he bled out, they debated what to do with him, but in the end the artificer decided to get her long delayed revenge and finish him off.

So now, after more than half of the time we've been playing Age of Worms, they've finally defeated their biggest foe. Of course, now Darl Quethos is out there with a grudge....

Anyway, it's been interesting trying to adapt the adventures to make Zyrxog be a recurring threat, but still keep things mostly on track. I'm pretty pleased with how well the player's reacted to it, and finally getting him was certainly a highlight of the campaign for them. Let me know if you have any questions, and thanks for reading!


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Someone else did — here's the thread.