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Laori Vaus

Luna eladrin's page

Pathfinder Adventure Path, Modules Subscriber. 1,032 posts. No reviews. No lists. 1 wishlist.


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Bellona wrote:
@ Luna: I figured as much, but in context it sounded rather amusing and I couldn't resist it. My sincere apologies if the comment came off as sounding mean in any way!

Thank you. No, it did not sound mean. I had to laugh as well. It only goes to show that no matter how well you think you know a second language (and I am using English every day in my job), you still can make mistakes like this. I think these errors are called "false friends".


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Sorry, Bellona, I am not a native speaker. Nevertheless I should have spotted this one. It was a literal translation from Dutch.


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My players have just reached the hut configuration for Triaxus and it was great fun. Exciting combats with the moonflowers, and later with the denizen of Leng and the moonbeast. Two of my players kept calling the witch's hut 'the cabin in the woods'.

They have freed Zilvazaraat and accepted his proposal for trade in magic items. However, one of my players took Zilvazaraat apart and asked if he also traded in living creatures and parts of living creatures. I let Zilvazaraat give a noncommittal answer.

This player has been playing his character (a druid) as a sort of Docter Frankenstein. He has been examining dead bodies of monsters since the beginning of the campaign. In the first adventure he has been cutting open dead fairies in order to see if he could remove the ice sliver in their hearts. He has also tried to split the wolf in sheep's clothing in two, and has later reincarnated Syvet.

This has set me thinking: it would be nice if Zilvazaraat knew another planar trader. This could be a mercane or some other outsider, preferably with plane shift or a similar ability. This outsider could deliver body parts so that this PC could build some kind of creature, just like Igor in the Frankenstein films. Of course the player would need electricity to bring the creature to life, but I suppose that is available in Russia. This plotline would offer endless possibilities.
Problem is I cannot find a suitable outsider (or other creature) for this purpose. It would preferably have to be a CN creature (or slightly evil) without scruples about dealing in body parts, and it would have to be a bit shady and mysterious. It would be raiding cemeteries, etc. It cannot be a creature that is too evil, since there are good characters in the group and they would probably kill it. Does anybody have any suggestions what would be a suitable creature for this purpose?


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It might be a problem in some parts of the campaign, so I would not advise it.


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There are (or were) co-operation feats. Basically you get a feat which works for the whole group if you co-operate. If they do no longer exist, you could use the idea as inspiration.
You could use the horses in this way, however. I.e. they can summon them as a group. You could give them a +2 on ride checks when they are riding together. Something like that.


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I added some Margreve stuff to book 2 and I added the wikkawak castle from Castles of the inner sea to book 3.


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You also could give them a kind of group ability/co-operation ability.


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This is such a great read. It brings back fond memories.
In my campaign Avner was eaten by the terror birds. The Island really intimidated the players. Later on, when their characters were higher level, they started calling it XP Island.


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Polar bears are adapted to a cold environment, so they need no cold resistance. Also, they have fur.


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Since they are somewhere 'in between' Triaxians and dragons, you would expect them to have quite a long lifespan. This would give them a different perspective on things, and it would make them first-hand witnesses of the time when it was still summer, offering nice roleplaying opportunities. Of course the dragons have this perspective as well, but since they are mostly antagonists in this adventure, I do not expect that the PCs will be chatting with them about weather and climate.


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Thanks for the feedback everyone.

Zhangar - the survival check is a good idea, as dragonkin also have a fairly high survival check.

remoh - I like the cold resistance/fire resistance switch. Perhaps with a slight color change (more subdued in winter and brighter in summer).

My point is that part of the flavor of Triaxus is that creatures have a mechanism for survival both in summer and in winter which can be actually noticed by the players, e.g. a transformation, or they hibernate or estivate. I have players who want to know these things, so I want to have an answer ready just in case.
Also I am adding some extra flavor to the adventure (as advised in the foreword), such as the possibility that the dragonkin might have been genetically engineered in the distant past (as was the case in the Dragonriders of Pern-series). In that case they would clearly have a distinct survival mechanism.


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Thanks. It is just that most other creatures on Triaxus have a survival mechanism. E.g. the Triaxians have fur in winter and no fur in summer. Other Triaxian creatures sleep through summer or through winter. So you would expect dragonkin to have something like that, too.
As for polar bears: they can function perfectly in arctic climates, but cannot cope with heat and melting ice at all.
But well, thick hides and being a supernatural creature it is, then.


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I still have the same question about this adventure: how do the dragonkin survive on Triaxus? You would expect that the red dragonkin are only active in summer and the white only in winter, etc. However, dragonkin of all colors are present in the adventure. Can anyone explain this? They do not seem to have any climate adaptation.


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They also eat a lot of fish. See the Fishcamps in The shackled hut.


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I know that. You could play with the concept, however. After all, the player characters do not know that.


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Do not forget that Rasputin was called 'the mad monk' (historic reference). Perhaps you could use that to your advantage.


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These are the moments we all cherish as DMs.


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They can also use the migrus if they still have it. Since it is a construct, it is immune to aging.


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I adapted this by adding an extra quest. They have to find the egg of the firebird and if they break it at the bottom of the eon pit, they can undo the aging and insanity effects.


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In my group there is one character from Irrisen, but he sides with the heralds. In that case there is no problem.


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Check out those same SWW threads for a lot of ideas how to solve this. At least you will find inspiration here for your own ideas.


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Yes, that is a disadvantage. However, things get a bit better later on in the adventure path.


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This is full of good ideas, so I would like to hear how it goes when you run this.


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One of my players married Nadya and she is carrying his child as well. They left her in Irrisen "for safety reasons". He promised to come back for her and lead the revolution against Elvanna.
As for Radosek: my group had quite an easy time killing him, but they had lots of trouble with his animated dragon, so they deserved it. One of the players pushed Radosek from the Pale Tower. It had gotten personal.


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I used the ice theatre plot (in the Irrisen book). The heralds wanted to infiltrate the theatre company to stage a subversive play and the group could meet someone belonging to the Iron Guard there to make contact. My group went for it. The have a bard and 2 other characters with very high perform skills. It was great fun.


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For kellfox: give your players the idea that reinforcements will arrive soon to the Pale Tower. I did, and it made my players decide to defeat all the enemies in the tower in one go, without rest or sleep. It made for a very exciting session with a commando atmosphere and a lot of danger and suspense.
If they still have an easy time, really let some reinforcements arrive.


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Yes, that would work. Especially because the sorcerer also is the character with leadership and a high diplomacy check. His sister might see that as "he gets everything, just by talking. And I get nothing at all."


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Great ideas! I am curious about the final result. Keep us posted.


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I am going to add cold sisters as well to book 3. Extra detail: one of the sisters is the sister of one of the PCs. They had conflicting loyalties in the past and the sister left her family and they have not seen or heard from her since.


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There are several androids serving Unity (and betraying Unity) in Iron Gods. You could consider making Elvanna an android and making it a secret for the PCs to uncover. Perhaps Elvanna does not even know it herself.
Baba Yaga's daughters could be androids made by Baba Yaga to oppose Unity.


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Well things get a bit easier after a while. But yes, an archer is essential. My husband plays an archer in this campaign and has managed to save the day a couple of times. The other essential character in my group is my daughter, who plays a sorcerer with a lot of fire-based spells. She is really playing havoc with my monsters :-)
A druid can also be very useful. It is the third strong character in my group.
And even though they have made these characters, this is still a tough campaign for them.


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Thank you for sharing, wertyou2! I hope your players get into the routine and avoid TPKs in the future. There are a lot of tricky encounters still ahead.


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Have you considered mixing Reign of winter with Iron Gods?


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The winter portal is a very tricky encounter. So I think it is a good idea to let them start at a higher level.
If you go for the northern group idea, you can let them start at level 2 and run another adventure to get them to level 3 before they step through the winter portal.


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Which is even more fun!


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You could also give a diplomacy bonus to wearers of the mantle when they are negotiating with Baba Yaga's allies.


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I can confirm that a druid is a good choice. One of my players plays a druid, and he is very effective, especially in the wilderness encounters and against fey.
Another has a sorcerer with a lot of fire spells. He is very effective as well.
And the bard is quite effective. He also fits nicely with the fairytale theme.
Someone specializing in ranged attacks is also quite useful.


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Hoarpanthers: the stats are in the adventure. They are basically leopards with a fast zombie template.


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Sounds nice! It also strengthens the link of Triaxus to the rest of the adventures, which I think is lacking in this campaign.

I will strengtening the dragon story (with the above-mentioned elements added), since one of my players plays a sorcerer with a draconic bloodline.
It will be a moral quandary for him when he hears the Drakelands want to conquer all of Triaxus and wipe out humanity on the planet. This sorcerer is also a revolutionary who has allied with the Heralds of summer's return, so he will rally to the cause of Spurhorn I guess.


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Lavinia borrowing from the Meravanchi family however offers lots of opportunities for devious plot twists. Suppose Lavinia borrows money for a raise dead and in return is forced to marry Avner!


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Recently I read the "Tears of Artamon" series by Sarah Ash, which incidentally is nice background reading for Reign of Winter (especially for Rasputin must die). Now I am thinking of making a darker version of Spurhorn and making some of the dragonkin traitors to their cause and in league with Ivoryglass. Perhaps I will even make these dragonkin fiendish or half-fiends. However, I am thinking about how to incorporate this into the plot. Has anybody made changes to Spurhorn in a similar vein? Or perhaps any other changes to Spurhorn which can inspire me?
The idea is to add a bit of intrigue while the group is staying there. Perhaps they will bond (or almost bond) with the wrong type of dragonkin or discover that someone else is going to bond with a traitor, so that they can stop this just in time. Perhaps they have to find evidence of foul play.
(Knowing my group, they will probably choose the side of Spurhorn.)

In this series gusli players play an important role and even have special powers. Since there is a bard in my group, I intend to do something with that as well. The powers are linked with contacting the souls of the dead and that would fit in nicely with the ghost of Anastacia in Rasputin must die.


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I think they are just undead panthers.


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Yes, that was a tricky dungeon crawl.


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I think there are notes about this in one of the adventures (The snows of summer probably), both about using the adventure as a prequel and about using it after the campaign.


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Congratulations! DM-ing 2 heads with 2 DMs really sounds awesome!


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I am considering using this adventure at the end of ROW, too. Thanks for reviving the thread.


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Good luck with that.


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Sounds like a fun campaign. They really fell for the doppelganger trick, wow!


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I think this depends on what they sell. If the loot can be traced back to Waldsby, surely questions will be asked. If it is just generic loot, it would not be traceable.
If they sell lots of food, that would also raise suspicions.


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The savage creatures were also nasty in 3.5. My group found them very scary. Do not forget to add some savage creatures later on in the campaign, as players tend to forget that plotline. I freaked my PCs out with a savage albatross when they were on the Sea Wyvern (and could therefore nicely foreshadow the shipwreck, since shooting an albatross brings bad luck of course).

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