Death of Lavinia


Savage Tide Adventure Path

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oh I also forgot, the idea really took form when reading over Rowyn's reappearance in SWW. My group doesn't turn many criminals over to the authorities. They tend to deal out frontier style justice (ie Dead). So I thought of that as a way to bring her back sensibly without the tropes of "shes just back and theres no reason you can figure out". Granted my Rowyn never got killed and she is semi allied with the pcs who are trying to redeem her. But you'll lave that.

As a side thought since my pcs are about to finish BG, and nat twentied diplomacy with Harliss, and then having a Ranger caught up with her half-orc (who I ruled was wounded since Harliss got whomped, it made sense) and nat twentied diplomacy again. That he had sent the much faster bullywugs ahead while he was tended by the acolytes in the tribe. So theyve steamrolled most of the bullywugs except the Huntress who killed the halfling bard. I've decided to modify things as follows:

  • Lavinia's room is an EL9 encounter and end piece containing the chieftan encounter and the shaman at the same time...
  • The shaman will have modified Lavina's bedroom into a makeshift temple and uses her bed as an altar. The pcs will enter just after Lavinia has been sacrificed or maybe just before depending on time. She dies instead of the halfling woman. This will allow the contingency policy to come up and be explained, and also have Lavinia want to be more independant and learn to fight (explaining her levels)
  • And lastly, adding in during the side mission I have just before SWW, that the leader of the pirates is a very still human Vanthus who gets killed by the party at the end of that adventure. Thus bringing again to light the contingency with the church of Wee Jas. Thus gives Vanthus post fiend and later post mortem much more motivation to hate the party and the party gets that "Not him AGAIN!" response along with the half-fiend shock that never really happens. Only seeing Vanthus for 2 seconds or as a painting pre-demon doesn't really give that oomph to his encounter that's needed IMO.


Geez, you people have been busy! Pardon the length of this reply; I'm going to comment on multiple posts at once.

HARLISS

Bellona wrote:
I'm curious about this point. Why precisely did you rule that she (Harliss) was unnecessary in Kraken's Cove?

There are a variety of reasons.

Spoiler:
The PCs didn't clear out the guildhouse from the previous adventure, so a number of NPCs were still active in the city and had a grudge against Lavinia for "siccing the heroes on them." Drevoraz's revenge motivation felt a bit contrived to me; it was more logical for the manor attack to be conducted by surviving thieves' guild members than by the opponents listed in BWG. And I already have an alternate NPC unique to my campaign that can fill Harliss' roles in Scuttlecove.

Troy Pacelli wrote:
Excellent point, and one I overlooked in my earlier post about all the things that the OPer had to re-write later in the game. It's a tapestry. Pluck one string (or get her killed) and the whole thing unravels.

I'm not sure the death of Lavinia would make the inclusion of Harliss untenable. It is convenient that I chose to remove Harliss, as I think it would have made a decision by the PCs to trust her later in the campaign more difficult, as they may feel that she was responsible for Lavinia's death.

As it stands, the whole sad chapter of TINH and BWG might make a nice launching point for the broader scope of the ensuing chapters, with more player choice/involvement and less forced direction from NPCs. Or not. We'll see.

AVNER AND FUNDING

Troy Pacelli wrote:
Why is Anver going? If he’s not going, how is the trip being financed? …why would Avner back the mission with Lavinia out to the picture? Further, why would he go along?

As far as I'm concerned, the answer to this issue is right in the module. If the PCs need extra financing for the trip, then they may decide to approach a noble family. Whoever that is will ask something in return, such as taking Avner with them. If the PCs want to weigh multiple offers, I'll have other nobles ask different demands. If Avner doesn't go, so be it. He's not essential to the plot, as far as I see it, and can be replaced with any semi-annoying NPC.

Troy Pacelli wrote:
If the Vanderboren estate “has enough money for…” resurrection, the expedition to Farshore, etc, does that mean Vanthus hasn’t been pillaging the family coffers? What is Vanthus doing then, and what is his motivation?

The Vanderboren estate is low on funds. I am open to alternate ways for the PCs to finance an expedition, and will consider logical and reasonable ideas (such as selling the manor) to succeed in order to advance the plot.

FARSHORE ELECTION

Troy Pacelli wrote:
Let’s say, for the sake of discussion, your group is going with the “take the body to Farshore for burial” option. Is Lavinia’s corpse still going to run for mayor? …Fareshore election? Just drop the whole thing?

I'm not sure her absence in the "mayoral race" changes any essential details about the plot.

VANTHUS MOTIVATION

Troy Pacelli wrote:
Why the attack on Farshore? Either Vanthus has no reason to be interested in Farshore anymore (he was only going after his sister), or there is no Vanthus, so why is the Crimson Fleet going to waste resources there? …I don’t think the Fleet and Big D. are going to lend him aid for a “see how it feels.”

I could replace Lavinia with a physical object macguffin, like the ghost-soul-thing that was discussed (a good option).

I can also add additional elements that make Vanthus desirous of Farshore. Simply the fact that it is a free port with a moderate amount of wealth may be enough to draw the Crimson Fleet's attention.

In general and for all the above points, I agree with Fletch that any rewrite that might be necessary wouldn't need to be extensive, though I am looking for creative ideas that improve this deviation from the AP, not just fix something that is perceived to be "broken".

WHY CHANGE THE AP

Troy Pacelli wrote:
Is it still the same AP if you have to re-work that much of it and, if not, why bother with the AP at all? The whole idea of an Adventure Path is that all the work is done for you – you don’t have to think. Otherwise, you’d be playing your own creation.

On one hand, I want to use the AP to save myself time and energy (and to give my players the shared experience). On the other hand, the desire to run a fun game for the players trumps that occasionally, because some aspects of the AP as written (and some D&D-isms in general) will not appeal to them. My guess is that most DMs who run an AP do a fair amount of deviation/custom work, and the advice from these threads won't apply to everyone anyway.

Troy Pacelli wrote:
if I have made you feel ‘brow-beaten’ I apologize. That was not my intent.

I wasn't offended, and I do appreciate your ideas and opinions. They are just as valid as anyone else's. Thanks!

Troy Pacelli wrote:
since we are trying to respond to Ironregime, it’s really only his “mileage” that counts. He knows his group and whether this applies or not.

Thanks, but the great thing about these boards is that we can discuss many options, and many people can benefit from them. So even though I may take my game in a certain direction for one reason, by no means do we have to limit discussion here to my solution.

LIMITING POSSIBILITIES

Troy Pacelli wrote:
what you are overlooking is what is conspicuous by its ABSENCE from the module – there is no suggestion of what to do if Lavinia is killed! It clearly assumes that she survives and, by implication, should tell you her death should not be an option.

As a DM, I do not feel limited by the possibilities listed in the module, since often they are limited by space. Authors cannot detail every eventuality, but the beauty of an RPG is that anything you can imagine is possible.

This thread is my attempt to ask what one particular alternative possibility might look like, with easy outs (raise dead), slightly more complex deviations (ghost), and whole-cloth revisions (she's dead, Jim). They are all valid and should all be discussed.

Troy Pacelli wrote:
If you want to play the STAP, then you play the STAP, and bring it back to the plot when it gets off. If you’re not going to do that, then you’re not playing the STAP anymore. Either way, that’s Ironregime’s choice. However, his very question implied, to me anyway, that he wanted to “get back on track.” If I’m wrong, I’m sure Ironregime will correct me.

I see where you're coming from, and that is a valid point. While my group never considers themselves to be "playing a module" (they take a dim view of pre-packaged adventures), I do see some value in trying to keep their experiences as close to the core AP experience as possible. That said, I am willing to explore this particular deviation to see what happens.

Troy Pacelli wrote:
Maybe the answer is “Yes! Do over!” Maybe the answer is, “No, let’s see where this goes,” but either way you have a great game story to laugh about years later.

I agree wholeheartedly.

PUNISHMENT AND PRE-DESTINY

Troy Pacelli wrote:
…if you are regretting that decision, I think your choice should be obvious… if you never fudge dice rolls for the sake of the story, you’re not DMing (IMO), you’re just reading a module to your players. …what bothers me the most is the attitude of punishing the players.

Let me be absolutely clear on this. I am not trying to punish anyone. Consequences happen as a nearly unpredictable mix of (a) player decision, (b) rules, (c) dice rolls, (d) the way the module is written, and ultimately (e) the DM's call. Bad things happened; I chose not to intervene. I don't regret my decision. (I do fudge die rolls occasionally, but I chose not to this time).

If I were a player, I don't know if I would have been able to save Lavinia either. But whatever happened, as a player I would want to live with it, not have the DM soften it for the sake of the story.

That said, killing important NPCs is always a fine line to tread. Do it too often (or too carelessly) and players will stop getting involved with NPCs. Never do it (or always bring them back to life) and players will stop caring whether they protect NPCs or not. It is a delicate balance, and each gaming group's experience is different.

Guy Humual wrote:
as written, there's really not many options for the PCs except guns blazing. …

I dunno. I think diplomacy--even just as a temporary if unsuccessful bluff--might have allowed the PCs to position themselves better (i.e. closer to the hostages) before all heck broke loose. But I could be wrong.

Other kinds of ruses could be tried as well. Failing that, even simply simply entering the room from a different way, such as the window, might have put someone closer to Lavinia at the start of hostilities. And I'm sure there are plenty of other options that we aren't thinking of.

Figuring out what could have been done differently is not really the point of this thread, though.

Guy Humual wrote:
I know that I wouldn't have enjoyed this adventure at all if I couldn't rescue Lavinia. Heck I might not have even been interested in continuing the adventure if the power to feel like heroes was ripped out of my hands.

Sometimes heroes lose. Luke couldn't save Obi Wan. Aragorn couldn't save Gandalf. Both probably felt very unheroic after such setbacks, yet they proved themselves heroes precisely because they did continue.


Sometimes heroes lose. Luke couldn't save Obi Wan. Aragorn couldn't save Gandalf. Both probably felt very unheroic after such setbacks, yet they proved themselves heroes precisely because they did continue.

Oh, good examples - and both Obi Wan and Gandalf still had important rolls in the subsequent two films (or books, as you choose). One came back as a ghost and the other came back to life. Huh?


Troy Pacelli wrote:
One came back as a ghost and the other came back to life. Huh?

Touché.


"Troy Pacelli wrote:
give me some props for that “The role of Lavinia will be played by her twin cousin, Bolivia” line. That was pretty good, right?

I would've said Lascivia, but that's just the way I roll.


ironregime wrote:
Let me be absolutely clear on this. I am not trying to punish anyone…

Likewise, keep in mind that I was responding to another poster whom, I felt, was being a little adversarial – and I was getting defensive. I never meant to imply that you intended to punish the characters. Just the person I was responding to at the time.

ironregime wrote:
“Troy Pacelli” wrote:


since we are trying to respond to Ironregime, it’s really only his “mileage” that counts. He knows his group and whether this applies or not.
Thanks, but the great thing about these boards is that we can discuss many options, and many people can benefit from them. So even though I may take my game in a certain direction for one reason, by no means do we have to limit discussion here to my solution.

Oh, yeah, I agree. It’s just that I’ve seen so many times (and it’s happened to me) where someone asks a question and it never gets answered for all the side discussions. And, here, I felt especially responsible for drawing the conversation away from the original question, so I wanted to make sure you were getting taken care of.

Boy, when you take my comments out of context like that, it really sounds like I’m trying to convince you to bring Lavina back, and that was never my intention. I was just trying to get across how integral she is to the STAP, as written. There is NOTHING wrong with going off board or scrapping the STAP altogether, if that’s what you want to do

But, come on, give me some props for that “The role of Lavinia will be played by her twin cousin, Bolivia” line. That was pretty good, right?


Sorry, your post was so complex I couldn't keep track of who I was quoting. I went back and edited and still don't know who I'm talking to!

The roll of Troy Pacelli will be played by his twin cousin, Tony Macelli…


Ironregime:
With regard to Merevanchi & Farshore:

Spoiler:
I don't know that anyone would have the moral authority to contest Merevanchi's position as leader of the colony, except for Lavinia, a daughter of the Vanderborens who founded the place. (Except Vanthus???) And Merevanchi, as leader, imparts a victory point penalty in Tides of Dread, simply because the Olmans are exceedingly reluctant to work with a man who has the aggressively expansionist policies that Merevanchi does.

With regard to the notion of the PCs selling Vanderboren Manor and/or contents to fund an expedition, I really don't think that could happen.
Sasserine society (and the legal authorities) are aware that the manor (and contents) belong to the Vanderborens, and if the PCs start selling off items, or holding an auction (without written authority from a Vanderboren to do so) then they will likely be thrown into prison for theft and suspected murder so fast that their feet won't touch the ground. (Especially if any of the Jade Ravens have survived and spoken about events in the Manor, making it clear that the PCs who were supposed to be 'protecting' Lavinia were present when she died.)
Consider how the case could be presented in court: 'M'lud. The defendents are sellswords who hire their services and kill for money. The prosecution asserts that they and the deceased half-orc did conspire to kill the noble Lady Vanderboren, and rob her Manor house, but that, as thieves are want to do, these villains fell out over the spoils, and they turned upon their ally and his creatures. Their hands still wet with the late lady Vanderboren's blood, the defendents' greed was such that they could not wait to start selling off their ill-gotten gains, making up some nonsense about 'needing to fund an expedition to a distant land'. I would propose that that 'distant land' was not this 'Isle of Dread' we have heard of, but more likely some den of villainy such as Alhaster where they intended to live off their pickings. By the way, I would like to thank the court for observing the customary security proceedings, and feebleminding all the spellcasters in this group of villains, to prevent them from trying to use their neferious arts to try and in any way influence the court...'

Besides, if Lavinia left a will, I suspect that her legal representatives, upon becoming aware of her demise, would take steps to notify those named as beneficiaries of their status as heirs, and if Lavinia did not leave a will, then her estate would either pass to relatives, or the state.
By the way, did the PCs discredit Vanthus in the eyes of Sasserine law and society? If not, (and Lavinia did not leave a will) I would expect Vanthus to turn up to claim the estate, unless Sasserine law specifically denied close relatives from attempting such a claim where no will existed. I might also expect Vanthus to take steps to take possession of his sister's body, and to have her 'restored' in some way or other, although with the announcement that 'recent events have so badly traumatised my sister that she cannot bear to go out in public'. Further down the line though (irrespective of what it does for patronage):

Spoiler:
Vanthus being in Sasserine 'looking after his sister' means another villain wll be likely required to be the PCs enemy, working with the Crimson Fleet; Rowan Kellani, perhaps, or some other former member of the Lotus Dragons guild?

Anyway, enough for now.
Hope this is useful.


Charles Evans 25 wrote:
...the notion of the PCs selling Vanderboren Manor and/or contents to fund an expedition, I really don't think that could happen.

You're right. Bad example.

The point it was supposed to be supporting was that the PCs don't need Lavinia to get to the Isle of Dread. Resourceful PCs will make it happen, and there are plenty of ways for the DM to support it.

Sovereign Court

ironregime wrote:
Sometimes heroes lose. Luke couldn't save Obi Wan. Aragorn couldn't save Gandalf. Both probably felt very unheroic after such setbacks, yet they proved themselves heroes precisely because they did continue.

One quick difference: Both these heroes died heroic deaths. Ben and Gandalf chose to put themselves in harms way to save their friends. Lavinia in this case died a pathetic death (in the classical sense, this is not a jab at anyone's DMing style). A pathetic death is the sort that happens to NPCs, non heroes, people who are helpless . . . a good example would be William Wallace's wife in Braveheart. If you recall she had her arms tied and her throat was slit. In that case this murder gave Wallace motivation. I'm not sure Lavinia's death in this case can be used to such an effect. It just sort of happens . . . now let's move on.

This is sort of the problem your left with now: What's going to motivate the PCs? Lavinia's gone, Vanthus is probably a write off, and I'm thinking that the PCs probably killed off the half-orc that did all the killing, so now you're going to have to start the SWW from scratch.

My only advice is examine your PCs, try to figure out what motivates them, and then try to plant some seeds that will motivate then until the war with Demigorgon can take center stage.


I just keep imagine Star Wars if it went like this:

Han and Luke, dressed as stormtroopers, march Chewbacca into the detention center. “Where are you going with this … thing?” The officer on duty asks. “Prisoner transfer from cellblock AA23,” Han replies. The stuff hits the fan, “He’s loose! He’s loose!” Blaster fire everywhere.

In a panic (or thinking quickly), one of the guards realizes that this is a rescue attempt. He goes into Leia’s cell and blasts her in the head.

Luke takes out the last guard and runs to the cell to see the headless corpse of the woman he would never know was his sister. “I’m Luke Skywalker,” he says hollowly, “I’m here to rescue you.”

Han comes up behind him and looks in, “Does this mean no reward?”

Chewbacca grunts a string of Wookie words.

“You said it, Chewy,” Han replies, “Better her than us.”


Fletch wrote:

Troy, I get that you're really in favor of keeping the storyline intact, but I can't agree with your viewpoint that the AP is a fenced-in road.

If you're not willing to have your players' actions impact the story, then all you're doing is narrating the tale to them.

I suspect that you and I have some very similar ideas on 'correct DMing'. Reality is 99% of the time I'd agree with you. In AoWs if Allustan dies well thats that then, if Tenser bites the big one well big whoop we'll get another archmage or something.

In some sense I'm under the impression that for you this is a game style issue and not really a STAP issue per se. From a game style perspective the PCs actions should have consequences and the DM should not coddle them but let the dice fall were they may. Truth is I agree with you almost always.

But STAP is, I feel, that once in a blue moon exception. STAP is highly NPC driven. I can't think of any other AP that relied quite this much on critical NPC interactions to make it go forward. In particular I think that the scene where Vanthus locks the players into the Zombie dungeon in the first adventure really absolutely must take place and Lavina can't die, at least not until near the end of the AP.

Vanthus has to screw the players early on so that the players can build up a good hate for him. It will really markedly improve the entire AP if they want his ass like nobodies, it will really amp up the players emotional investment in getting him during his later appearances if they fricken hate this guy. So this is one of those ultra rare cases where I'd justify how Vanthus did it after the fact. I'd give him whatever magic items he needed to pull this off so long as it was at all conceivable. The long term gain in the story and plot are simply worth DM 'cheating' here. This is a guy your players need to love to hate or the rest of the AP will suffer.

Like wise Lavina can't die because her interactions with the group, with other NPCs and most especially with Vanthus are the most intriguing and exciting story in the AP. Saving the world is really second fiddle to her story. Again do whatever it takes (on the sly) to insure that this is how it plays out. Otherwise your denying your players a chance to experience a truly compelling story that, with skill and a bit of luck, could be one of the most interesting and exciting ones of their entire role playing careers.

In other words I don't think this is a question of players and consequences at all. I think the real question we are answering here is "Are you willing to make an exception to your DMing style if this exception is likely to provide the players with the most interesting story possible and dramatically improve the game?".

Put this way I would hope almost any DM would answer "Yes".


Well if we're going to go over how to bring Lavinia back without contrived family plans there is the fact that either a big cleric of her deity shows up saying that her path still lies amongst the living a bit longer. Or a cleric of Wee Jas (goddess of death and all) does so with her/his speach more appropriate to theme and stressing that it's a one shot deal.
I see this as ingendering greater importance to the expedition and producing a more driven Lavinia once she's revived. After all it would imply that the gods have something invested in what's going on. If she saw her that's on the other side not just her parents it would have quite the impact as well.

Heh I'm suddenly amused with the possibilties of Lavinia "coming back wrong."


fey'Dorian wrote:

Well if we're going to go over how to bring Lavinia back without contrived family plans there is the fact that either a big cleric of her deity shows up saying that her path still lies amongst the living a bit longer. Or a cleric of Wee Jas (goddess of death and all) does so with her/his speach more appropriate to theme and stressing that it's a one shot deal.

I see this as ingendering greater importance to the expedition and producing a more driven Lavinia once she's revived. After all it would imply that the gods have something invested in what's going on. If she saw her that's on the other side not just her parents it would have quite the impact as well.

Heh I'm suddenly amused with the possibilties of Lavinia "coming back wrong."

Or considering the rest of the path, perhaps it's a cleric of Malcanthet...


Here is a quick update on my first post-Lavinia session. I respect the many opinions presented in this thread, but in the end decided not to 'deus ex machina' her back to life.

Overall the transition from BWG to SWW seemed to flow very smoothly. The PCs searched the manor and discovered numerous clues revealing Lavinia's intent to go to Farshore. Her diary included an entry that was almost word-for-word the speech scripted for her in the beginning of that adventure. Also included in the diary were PC-specific hints to incent them to go to Farshore, as well as information that surviving Vanderborens lived there (at least two of whom were linked to the PCs via backstory before Lavinia's death, so that's handy). Larissa's journal and sea charts also were discovered.

The PCs discovered that nearly all of the preparation for the sea journey had been made before the attack on the manor, with only one final detail she had left to secure: additional funding from the Merivanchis. The PCs happily took on this port-humous request and agreed to take Avner with them as a provision of the funding.

While I think it would be ok to let the PCs drive the plot from here on out, I decided to build in a fail-safe just in case I needed some plot leverage: A member of the Seeker Lodge serving as executor of the Vanderboren estate is overseeing the journey, having come to the decision based on a passage from Verik's will regarding the Vanderborens' patronage of the Lodge, Lavinia's obvious intent to see the colony resupplied as evident in her diary, and on the need to notify the surviving members of the family. The executor will sail on one ship (with Amella as captain), leaving the Sea Wyvern to be sailed by the PCs (one of them stepped into the captain role).

I will not yet reveal here some of the plans I am making to account for Lavinia's absence from the rest of the AP, but would be happy to recount what happens after the fact. Vanthus' goals--and the PCs willingness to foil them--will not be an issue, for reasons unique to my campaign.

Sovereign Court RPG Superstar 2009 Top 32

Just an idea i had right now - how about a revived Lavinia during the Siege of Farshore, where she taunts the PCs, blames them for abandoning her, and is just a little bit too creepily into her brother? Of course it is mind control, but it just might drive home just how much this turn of events is "not as it should be".


On an interesting minor tangent, both Obi Wan and Gandalf were making last stand sacrifices to save the rest of the group. On a purely storytelling/cinematic level, if a character wants to do that, there should be very little that STOPS them from dying in that manner.

In my game, the PCs made solid use of rented boat and druidic magic to propel themselves back to Sasserine after Kraken's Cove. I could come up with no reasonable argument regarding currents or the like (as they had asked such questions to Lavina during the job offer) and so they made it back in enough time as to cut off Drevoraz and Co. They had this prepared because they wanted to get back to the festival, as they didn't want to miss it!

So I had the festival in full swing when the arrived, and ran the various festival encounters as normal. Irritated and now very ready to exact punishment on something, they quickly fortified the estate. What would have been an "infiltration/negotiation" became a "seige/parlay". A luckily positioned guard in the basement (just in case) gave them a small bit of warning, and they fought the bullywugs down there. When Drevoraz waded into the melee and they recognized him, they made some rushed diplomacy and convinced him to drop the assault. The bullywugs had no such plan, so Drevoraz brefily joined the PCs in frog-stomping before leaving freely of his own accord. The adventure was a success.

PCs can do funny things. The challenge, as most already know, is figuring out a way to get them where you want without letting them know thats exactly what your doing. A druid can easily avoid the entire Sargasso experience. So you have to adjust. If the PCs are good, let them hear faint screams from somewhere deeper in the sargasso. If neutral, let them see the remains of a boat stuck in it, and a sailor onboard recognizes the figurehead as belonging to a wealthy merchant vessel.

Dark Archive

I know I'm very late to this discussion and the entire thing is way beyond the point I want to talk about But in the bit where the half orc goes for Lavinia does anyone think if it would be wrong for Lavinia to have a surprise round (after that you go to the init thing as normal.) After all she is supposed to be tightly bound so her being able to move at all should come as a big surprise.


I seem to remember that she was trying to get loose, or pretending unconsciousness or something. So yes, I think she would be entitled to a surprise round. If you want to, you could give her a bluff check to see if she can pull it off, but I do not think she really has ranks in bluff.


Ironregime wrote:
I will not yet reveal here some of the plans I am making to account for Lavinia's absence from the rest of the AP, but would be happy to recount what happens after the fact. Vanthus' goals--and the PCs willingness to foil them--will not be an issue, for reasons unique to my campaign.

Yes, please, keep us posted. I like to read how other DM's play the STAP. And I would like to see which solution you have thought up.


= Spoilers ahead =
I have not put them under a spoiler button, since this thread is already full of spoilers.

The Black Bard wrote:
So I had the festival in full swing when the arrived, and ran the various festival encounters as normal. Irritated and now very ready to exact punishment on something, they quickly fortified the estate. What would have been an "infiltration/negotiation" became a "seige/parlay". A luckily positioned guard in the basement (just in case) gave them a small bit of warning, and they fought the bullywugs down there. When Drevoraz waded into the melee and they recognized him, they made some rushed diplomacy and convinced him to drop the assault. The bullywugs had no such plan, so Drevoraz brefily joined the PCs in frog-stomping before leaving freely of his own accord. The adventure was a success.

My PC's evaded all the festival encounters by using a small boat to evade the crowds and go to Vanderborn manor. They had the earring, because they were so very convincing to Harliss and helped and cured her, so they managed to convince Drevoraz as well. They intimitated the regular bullywugs and sort of rushed the others. They gained surprise when storming the master bedroom because of very careful preparations. The cleric never got a chance to summon anything.

Only the rust monster created a lot of havoc. That was the most exciting fight.
I tried to sneak in the Diamondback encounter, but so far it does not fit anywhere, so I never got the chance to play it. Moreover they were not even on bad terms with Rowyn, so I already had had to invent another enemy for the encounter. So yes, events never run as you expect.

The Black Bard wrote:
PCs can do funny things. The challenge, as most already know, is figuring out a way to get them where you want without letting them know thats exactly what your doing. A druid can easily avoid the entire Sargasso experience. So you have to adjust. If the PCs are good, let them hear faint screams from somewhere deeper in the sargasso. If neutral, let them see the remains of a boat stuck in it, and a sailor onboard recognizes the figurehead as belonging to a wealthy merchant vessel.

I am expecting the same problem, so I have hidden an important clue in one of the ships in the sargasso and am letting NPC's give liberal hints that this particular ship is very important. It worked. My PCs now have the theory that this is a specially prepared ship they need to sail into the Abyss.

So they cannot avoid the sargasso anymore :-) (I hope).
And perhaps I will be giving them what they want, a specially prepared ship to sail into the Abyss. I haven't decided yet.


"Luna eladrin wrote:
...I have hidden an important clue in one of the ships in the sargasso and am letting NPC's give liberal hints that this particular ship is very important. It worked. My PCs now have the theory that this is a specially prepared ship they need to sail into the Abyss...

I like this idea.

Alternatively I have been thinking of plopping Erik Anderson's Charts of the Shadow Voyage into their lap at some point.


Nice item! I will remember it when my players get this far.

The Exchange RPG Superstar 2010 Top 32

Wow - must have somehow overlooked that item! My crew are in the Sargasso now, so I can safely dish it out to them. It gets rid of the whole storm railroad problem in one fell swoop - what chance has a ship of steering through a storm when it materializes in it above a reef?


carborundum wrote:
Wow - must have somehow overlooked that item! My crew are in the Sargasso now, so I can safely dish it out to them. It gets rid of the whole storm railroad problem in one fell swoop - what chance has a ship of steering through a storm when it materializes in it above a reef?

Or you could use the Glutton to capsize the ship, as Turin the Mad did in one of his campaigns....

The Exchange RPG Superstar 2010 Top 32

Or.. have them materialize ON TOP OF the Glutton, in a storm, beside the reef!


It will be a long time before my PC's get there. We play only once every 3 weeks, and my players roleplay practically everything, so the STAP has a leisurely pace.
I think I am going to use Emraag for the shipwreck.
I have also added an encounter with an albatross with the savage creature template. It was shot by Skald and one of the PC's. Of course they had no choice but to shot it, but the crew is still muttering that it will bring bad luck (i.e. the shipwreck).
So when they are shipwrecked they cannot say they were not warned :-)

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