Dawn Piper

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Just wondering if anyone changed "The Fist of Iomedae" from being another monk? I'm not sure what to change her to, but there are so many monks in APs...


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I can't wait to run this AP and I'm trying to be as organised as possible!

I'm just a little unclear about how the PCs can keep their activities as covert as possilbe, especially as the events progress in town (like event 7 with the dwarf). If they don't/can't - what should the result be? I think I have a tired brain, but I'm trying to figure out what's stopping the authorities from just showing up in force and arresting them?


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If your players know anything about world history then there's another error in Book 5. Rasputin didn't meet and start working with the Romanovs until after Anastasia was born (by several years). I spotted it and fixed it by having him deliberately pretending to be the King and then staying away for a while (long story short). Just might be worth knowing...


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My players used anti-magic field too... It was a great tactic and it worked well for them... They dropped the field and each time he stood up the Paladin was stood over him so he didn't really come back for long...

GM secret - it was a little upsetting that it wasn't as epic as it could have been as they shut him down so well! But they enjoyed it so that's the main thing.


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The wedding is a nice idea to start the story off - it's a better way to bring together a group of adventurers without making them all start in the village (which I don't like).

I'm not sure about making Heldren with a feudal land, it's supposed to be the happier place before you go up to Irrisen. They're supposed to be very different. But, if it works for you then go for it!


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I did it! And it's over! A year in the making and our adventure closes... Been fantastic and now it's a little odd that it's done...


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They've finally finished this section and it wasn't as succesful as the first, which surprised me a little.

In the end I ran it a bit like Pacific Rim - there was a trans-planar rip under the sea off the coast of the island. They were drawn there by the power in the athame, but were like locusts and wanted the island for themselves.

The party ended up taking the fight to the Nuckelavees by going down to the seafloor, so I changed the encounters so they happened underwater instead. They tried to stoneshape over the rip and as they did that they fought the final encounter. As the Elementals died they signalled the rest of the army, who esentially ran off back to their home plane and shut the rift behind them.

It sounds ham-fisted reading it back, but it worked out ok in the end.


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With the Troops it's best to think of it as multiple individuals within the group all firing at the same target. The damage comes from those that hit, not that all of them do actually hit. So some of them might deviate or misfire, but that is factored into the damage.


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I'm planning out the final book at the moment and all through our game I've had the feeling that the paladin of the group is going to try and merc Baba Yaga as soon as the final fight is over. I want to finish the AP but leave it open for me to write an add-on to bring them up to level 20, when they will fight Baba Yaga at that point.

Anyway, I'm after any ideas to stop the paladin-smash from happening. I was thinking that the geas (an icy ring that has been absorbed into their finger in my game) could be used to physically stop him. So she simply says "no" and he stops moving. It would stop him from him attacking her, stop her from killing him, and I think maybe give him some satisfaction (as there are other RP things brewing for his character).

What do you think? Any other ideas or suggestions are very welcome.


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That's really interesting, thank you very much! I'm absolutely going to print some of those pictures...

I was after the map itself though, so that I can show them where they've gone/have to go without having to draw it out myself. I did it for Artrosa and am finishing off Ivoryglass, so it's not problem, but anything that could save me time would be appreciated.


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Going back to Greta I just wanted to say that I'm really pleased that she has been picked up (excuse the phrase) by my PCs. I needed to introduce a side-plot for one of my players, so tweaked her a little. I set up a meeting between her, Ringeirr and the party in an Inn the night before going into The Howlings. I made her one of Ringeirr's contacts who agreed to get them in before they arrived at the entrance. Her price was help from them with what ended up being the side-quest.

I made her moody - just on the side of neutral rather than evil - and her motivation is because she respects Baba Yaga more than Elvanna. Given all the changes that are happening in Whitethrone she also doesn't think that it feels like "pack" in the city anymore.

When they arrived at the gateway her senior officer was watching them, so they had to follow what the book said, but to fool him rather than her. She took a bribe, but returned what she could later. The Slayer in the group took a shine to her and it looks like she's going to join them in the Hut...


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I'm planning out book 3 at the moment and I'm trying to get my head round what Jadrenka can actually say/do. I'm sure it's probably there, but it's making me really confused. For example:

Can she say she's the guardian?
Can she say she can't help then?
What can she say about herself (and what would she want to say)?

I'm trying to plot out how the conversations could fall, but at the moment she's just going to be giving a lot of knowing looks before disappearing in a puff of smoke!