From Shore to Sea for six 9th level characters


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What changes would you make to the module to make it a bit more of a challenge?

Contributor

The 8th Dwarf wrote:
What changes would you make to the module to make it a bit more of a challenge?

Oof! That is a tough one. I'm going to chew on this for a bit and let GMs who have run it or read it comment, then throw down some suggestions.


Brandon Hodge wrote:
The 8th Dwarf wrote:
What changes would you make to the module to make it a bit more of a challenge?
Oof! That is a tough one. I'm going to chew on this for a bit and let GMs who have run it or read it comment, then throw down some suggestions.

I have thought about adding extra henchmen and bringing the aberration that attacks the lighthouse in as a fully stated out monster later on in the module... but that kind of ruins the mystery or - I could have it attack and withdraw again while they are on the island...


The 8th Dwarf wrote:
Brandon Hodge wrote:
The 8th Dwarf wrote:
What changes would you make to the module to make it a bit more of a challenge?
Oof! That is a tough one. I'm going to chew on this for a bit and let GMs who have run it or read it comment, then throw down some suggestions.

I have thought about adding extra henchmen and bringing the aberration that attacks the lighthouse in as a fully stated out monster later on in the module... but that kind of ruins the mystery or - I could have it attack and withdraw again while they are on the island...

Oh and thanks Brandon it is super cool when the Author of my FAVOURITE module replies to my post....

Contributor

Aw -my pleasure! I'll bet you say that to all the freelancers! ;-)

For the lighthouse encounter, you do now have the possibility of using an actual giant squid, which is CR 9, or even 2, since you have 6 players, bumping it to a CR 11. Depending on your play style, you could just play the NPC-snatching by ear, since PCs will no doubt not need to rely on the results of the rescue as much to get the villagers to cooperate, since between that many PCs someone is going to have max ranks in Diplomacy.

Beyond that, the village is largely covered. I mean, the initial creepy-crawl through the village may not be as mysterious with PCs flying around and throwing some clairvoyance around, so keep that in mind.

I also suspect they'll have their own way to the island, and thus won't need to take the boat, which skips an encounter that also provides an important clue because of the forced change/subversion that is on display when villagers get too close to the island's warping. You could force some crazy weather on them if they try, though. I always enjoy bad weather, and it never gets enough credit or use (but wait until you see what I did in the Carrion Crown AP finale!)

Initial encounter could be more giant crabs with a couple of crab swarms, or change them to a couple of chuuls or seaweed shambling mounds, but you'll have to be super careful to not kill poor Adler. =-)


I would probably go with crabs and crab swarms... the chuuls would probably give the surprise away too early.... Two of the players are total Lovecraft fans so the Dunwich homage will give them clues... but I want to misdirect them into thinking its the village = cult kind of thing until the lighthouse and then I want to hammer them with the tragedy of the situation... that should at least motivate the party Paladin into some righteous fury and push the overly cautious party members down a dangerous path.

Do you think I should add sorcerer (aberrant bloodline) levels to the aboleth...


For crazy weather check out this article on the Kobold quarterly site by Richard Pett.


Thanael wrote:
For crazy weather check out this article on the Kobold quarterly site by Richard Pett.

That is a good article anything by Pett is good quality (for a Pom ;-P....)

Hmmm adapting it to seafaring.... As I have only done my sailing in the tropical waters of Queensland and Northern New South Wales I made need some help with cold miserable north sea like conditions.

1. Becalmed... the air is still:
Tropical: - the humidity becomes oppressive fort checks to avoid fatigue with no breeze the sails hang limp your vessel floats with the current. If there are reefs or rocks you may be dragged on to them.

Temperate: - Your sails hang limp and the vessel floats with the current

2 & 3 are the Squals... I would add play on the added danger of loose rigging.

4. Storm/cyclone/hurricane

5. Churning sea, waves rise and buffet the vessel, Fort Check to avoid nausea, reflex saves to perform tasks without falling over can be stacked with 2,3 & 4

6. Freak/Monster waves all the effects of 4 + falling rigging and the chances of being washed overboard.

7 Lighting strikes....

8 snow

9 Blizzard

10 Icebergs...

Contributor

Don't forget that is it already raining during the lighthouse encounter.

And don't ignore the regular-old weather modifiers in the Core Rulebook. It is amazing what whipping up a little wind can do to characters who want to fly everywhere (which is pretty well covered on the island, too)

Contributor

Don't forget that is it already raining during the lighthouse encounter.

And don't ignore the regular-old weather modifiers in the Core Rulebook. It is amazing what whipping up a little wind can do to characters who want to fly everywhere (which is pretty well covered on the island, too)

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