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Very cool beginning (literally!), ryschwith!
It is even more funny if you know that the player has political ambitions (in Irrisen) for this character. Also he does not pray to any god, because 'religion is opium for the people'.
My group consists of:
Aleksej: NG human bard (basically a Russian ballet dancer)
Last weekend we had our second Reign of Winter session. My players did something I never expected and I want to share it, because it was so surprising and may perhaps inspire you.
They met with the three winter-touched sprites, which was a tough fight, but they managed. They even managed to capture one of the sprites. Now one of my players is playing a druid who is interested in the workings of the body. So he was wondering whether the fey really had an ice shard in their hearts, as told by Yuln Oerstag. So they decided to pummel the sprite unsconscious. Then they cut it open to see its heart. So I told them: "Are you sure? Since this will probably kill it." Yes, they were sure. So I rolled damage for cutting open the sprite. It survived the damage (I rolled a 1). So they saw the ice shard in its heart and then decided to remove it. Again I rolled for damage, and again I rolled a 1. So I told them: "the sprite is bleeding to death. You will need to stabilize it, but since it is its heart, you will need needle and thread!" Then one of the other players, the bard (basically a gay Russian ballet dancer), said: "I have needle and thread". He had indeed bought needle and thread. I then let them roll a heal check, and rolled very high, with aid another. In other words, they saved the sprite's life, and it no longer had an ice shard in its heart. Later that evening they managed the same procedure again (and again successfully, now using cure spells as well) with Fawfein (he almost died). This means they now have two no longer winter-touched fey accompany them, who are very grateful for saving them from the Jadwiga witches.
If I want to give my players clues, I just let them roll an appropriate knowledge check if they have one. Then if they roll high enough (and usually there is one player who does), I give them the relevant information. This usually works.
- emphasize the weirdness of the underground environment in TLD; it really freaked my players out;
Yes, I agree.
Another solution is to make shorter high-level adventures. There are lots of ways to link adventures, so that would not be a problem.
A third solution is perhaps to make the environment more dangerous, so that the NPC stats need not be so high, i.e. introduce general rules to make the adventure tactically more dangerous.
I would like to see high-level adventures in general. I have an enormous collection of adventures, but I always notice I have more and more difficulty finding relevant adventures when my players reach high levels. This starts around level 12 and gets worse from level 16 onwards.
I was already beginning to wonder whether I was the only one to notice the parallel. I have a number of Doctor Who fans in my group (at least two, excluding me), so there will certainly be Tardis comments I guess. I was also toying with the idea of using the Tardis noise when the group is switching from one adventure to another. It is surely appropriate.
Thanks for your feedback, Canadian Bakka! Unfortunately we have finished the Savage Tide about a month ago, but perhaps these gruesome ideas will be useful some other time, or they will inspire others.
We will be starting Reign of Winter tonight with the same group, + one extra player. Again they have thought up some pretty weird characters, so who knows I am going to need some other gruesome initiation in the near future :-)
One of my PCs was lawful evil. She had a strong connection with Glasya, and of course devils do not want a savage tide. It will disrupt all their fiendish political manipulations on prime material worlds.
I am going to run this for a party of five and am just going to add a zombie or elemental here and there. Adding low-level creatures is usually better than giving the main villains extra levels. Alternatively you could make the snow more dangerous or add more random encounters.
TBA, of course I will be watching this forum and commenting when I have ideas.
Carborundum, I hope you will get to finish the campaign one day. When the children are older, you will have more time, and hopefully new players :-)
Last night my PCs finally did it: defeat Demogorgon and once and for all end the threat of the Shadow Pearls.
This was a great campaign. We had a lot of fun, and a great final evening with some memorable fights, especially against St. Kargoth, and the final one against the Prince of Demons, which was still tough after all the PCs had done to weaken him.
We will be starting a different campaign soon. I have had my PCs choose one from several campaigns and they have chosen Reign of Winter. Very apt, with the Olympic Winter Games going on in Russia at the moment. And something very different from the Savage Tide!
PC : Maegara (21th level LE ranger/blackguard/death knight)
The two death Knights could not resist dueling, LE against CE. It was actually a quite honorable and fair fight. At first it seemed Maegara would win, as she had gained initiative. But later on Kargoth was the stronger of the two. She lost the duel and died.
You could link Tyralandi to Malcanthet instead of to Graz'zt.
Perhaps she is not as powerful as she used to be. If you look at Russian fairytales this is hinted at. She used to be a goddess, but when Christianity arrived in Russia, she was demonized as an evil witch.
I was reading through this adventure and noticed some things that I am wondering about:
1) The locations are to be explored in a specific order so that the PCs can find all the clues. However, since the PCs are flying to the mine, they will probably see all three locations at once (from the air). What is to keep them from going to one of the other locations first instead of going to the Karggat Mine? This is how players are, after all. (Mine are, anyway.)
2) The Sultur Mill outpost has pipes coming in from the north in room C7 (the silo room). These pipes are for the transportation of ore from the Karggat Mine. However, if I look at the map on page 3, the Karggat Mine is lying south of the Sultur Mill. Do these pipes have bends? And if so, how is the ore kept flowing through them? If the ore is not transported via the pipes, then how is it transported? And what are the pipes meant for?
3) According to the description in the adventure the Karggat Mine and the Sultur Mill are somehow linked. But on the map they are quite far apart. How am I to interpret this?
We will be starting this campaign in a month or so.
I think I will mostly ignore the -4 as well, as one of my players will specifically be playing an archer.
The black raven wrote:
BTW, the reason why I interrupt boxed text is that it often ends with Roll Initiative without giving us any opportunity to take precautions that were becoming obvious when we got the new info given in the boxed text.
Yep, I recognize that as a DM. Sometimes I describe boxed text and I am just about to tell the players that there is a monster in the room as well, and the players are already in the room.
No kidding, we play European style, too. I am from the Netherlands. Even my group with players aged between 12 and 15 years old is playing European style. I have even seen them playing gathering food in the forest and cooking a meal. I had never seen that coming.
I agree with the advice above. You can spice things up by adding more savage creatures to remind the PCs about the savage tide. Also, do yourself a favor and read the whole campaign through at least once before starting it, so that you can foreshadow certain things. I foreshadowed for one that Vanthus had been having contact with demons and this was a prime motivator for my campaign.
PC : Morlam (19th level gnome wizard)
Because one of my PCs worships Glasya, I added her to the potential allies the PCs can win in Enemies of my enemy. The PCs visit Glasya in her palace on Malbolge in order to ask for her help (actually they are on a mission to free some souls she has in her possession - long story). She invites the PCs to spend the night and says she will give them her answer the next morning. They have dinner with Glasya and then she asks whether they want to sleep together in one room, mocking the fact that adventurers always do this and then block the doors and station guards. "No, I will sleep alone!" Morlam the wizard calls out. Morlam wants to claim the throne of the Abyss for himself after Demogorgon has been defeated and makes no secret of it.
You could let him return because in the afterlife he discovered that even his god Laogzed does not care. His race is dying out because of Demogorgon. The PCs are the only ones who can probably avert the end of his people, if he is only there to point them in the right direction.
He need not necessary know he will be coming back as another race when he agrees to come back. It makes for fun roleplay when he discovers this afterwards.