Urgathoa

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Scarab Sages

I use the sodden lands on the southern continent for my exploratory campaign. Swamps, frog & lizardmen, sunken cities, cannibals, pirates, zombies and dinosaurs all in one big bundle, hell yea!

Scarab Sages

Well better late than never my group has finally finished the Tomb.

After a load of close calls and near death experiences they managed to free an befriend Tzila, Tzolos younger sister.
Delving even deeper into the tomb, again harassed by traps, poison and their own greed, they finally fought and beat they final guardian. (In our case a beefed up gargyole and a splattering of four mud grues, a good match for my 4th level party)
While the party secretly planned to knock Tzila out as soon as Tzolo awakes to get an easier endfight against the sorcerer herself, the true ending took them all quite by surprise.

Well, at the moment they are planning their return to the surface via the mudship and think about helping Tzila find later Piyyat for some cold served revenge.

Nice module, we all liked it.

Scarab Sages

Rezdave wrote:

Hmm ... I guess in your version the builder of this massive and intricate complex burned their budget on construction and could no longer afford proper staffing ?

R.

It's more like a combination of the death of Tzolo, the long time since it's construction and the soon to be Apocalypse looming over our campaignworld weakening most of the defensive mechanisms and guardians protecting the tomb.

My PCs, incarnations of more or less ancient heroes, are not delving into the tomb to steal the riches, but get a part of an ancient prophecy written by a servant of pharasma. This prophecy describes a way out of the apocalypse and the mud sorcerers seemed to have misinterpreted those texts and believed themselves to be the mentioned saviors.
Surely a somewhat twisted background but hey, sue me :)

And Mike, I will continue to describe their advances, but as we only play once or twice a month it might take some time.

Scarab Sages

Mike Shel wrote:
Now, anyone care to share their experiences in the Mud Sorcerer's Tomb and Sleepless?

I am dming MST for a group of eight 4th level pathfinder players at the moment. I use the redesigned 3.5 Version and replaced the worst traps and monster by CR approriate ones.

Advanced stone golems become animated objects, giant monk mummies become linen wrapped ogre zombies...

My group choose to explore first and examine later, so they are now, after the first evening, already at the room that teleported one of them into the annis lair while they evaded all other possible combats by luck or being careful. So a lone and wet barbarian is down in the darkness with a annis hag (standard, non rogue/assassin levels) while the rest frantically try to find clues about his demise. As the bloody barbarian parts disappeared together with the blades, they started getting suspicious about magical shenanigans.

He already fell into the water as he advanced towards the altar in the rug room. I allowed, due to some great swim checks on his part and a rope lowered into the rug by the party, him to survive his mistake.

Ulzaada is meanwhile stalking and toying with him while he tries to make her believe that he is in fact a mud sorcerer cultist, trying to wake Tzolo from her rest and needs to get back to his friends as they have the needed tools to do so.
All the while the rest of the group runs around the explored part of the tomb like headless chickens searching for him and are on their way to trigger several combats at roughly the same time. This is gonna be fun!

So far I really liked all the clues and hints, ambiguous as some of them are, especially the "To sail the ship that is smiled upon, the silver necklace must be donned" hint right after looting a certain silver necklace... :)
This is so much better than the dreaded "left or right? 50% chance of certain death"-traps that most of the old 1st & 2nd Ed AD&D adventures seem to favor.