Hi all, I run The Wreck tonight via a phone game. I can't put this in perspective with the mag right in front of me, much less describe how it looks over the phone. I have checked the archived gaborg's sites for pics and diagrams, etc. but get no returns. Perhaps they are no longer posted out on the web. Does anyone have a sketch, diagram, model, or anything that I can take a look at? Also, being able to direct my PC's to the same view would be immensely helpful. Thanks!
For Malcanthet's pleasure palace, I hope to have background music consisting of Everybody Wants Some (VanHalen) [although I'm looking for a way to slow it down to dirge speed], Beautiful People and Sweet Dreams (Marilyn Manson), selections from Bloody Kisses (Type O Negative), some Thrill Kill Kult, and More Human Than Human (White Zombie).
The boat trip took my group at least three (maybe four) sessions. Long enough that the players truly appreciated how far they had traveled. Don't get mired down having to role play everything, gloss over some stuff to get the adventure moving at a decent speed. I try to pace my games with equal parts info gathering, role playing, slam-bang action. Good luck! Get across the island took us three sessions, as well.
I don't have the issue here but I recall the pearls in the black bile of the world were "unfinished" and there was no mention of them being able to release a savage tide. Now, in City of Broken Idols, area 49 goes into detail on how the pearls are created and notes a shadow pearl "is capable of creating a savage tide with a radius of 120 feet..." prior to being sent down to Golismorga. Did I miss something in Lightless Depths? My PC's are carrying around the pearls they rescued from the black bile and I have told them they are inert. Hmm, could the DM be WRONG?!
My PC's, being the bright-eyed, ultraresourceful, campaign-wreckers they are, quickly spotted the Wall of Stone blocking the bottom of the shaft to Golismorga in The Lightless Depths. Naturally, they chose to flee Golismorga via this route, rather than return to Farshore. To stop them popping up in the middle of the City of Broken Idols, I moved the egress to jungles by Pelorian's camp. That way, the first half of CBI is not bypassed, just the boring "journey to the plateau" bit. If my players knew, they'd would actually be grateful that a large chunk of the adventure hadn't been wasted. Just thought I'd mention this in case other DM's run into the same situation.
Foolish mortals! Old demonlords don't die - they just reappear in the next campaign. My players were taking on (and on rare occasions "beating") the big bad boys from the Abyss and Hell way back in AD&D v.1. No one bats an eye when these wonderful hellions make guest appearances. Certainly, no one has ever declared "Wait, Orcus is dead, we already killed him!"
I don't see how it affects them, at all - except for making L's case even sorrier. IMC - the PC's failed in the assault when they let the pearl go off. I estimated approx 30 survived the savage onslaught. Lavinia was one of those and is busy trying to rebuilt the city from scrap. It all works out in the end, no matter who is in charge of what.
I have not supplied any magic items other than those provided in the AP. The PC's are just about to head to Scuttlecove. They've made due with what they've found/won. It has been a pleasant change of pace from the normal magic-mart approach in other adventures. They will love meeting (and truly appreciate) Cad.
From SRD: Chaotic, Evil, Good, and Lawful Spells: A cleric can’t cast spells of an alignment opposed to his own or his deity’s (if he has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions. Hallow has a Good descriptor - thus, evil casters cannot make use of it.
Just want to be sure. Does Irgzid know about the aboleth or not? Yes, he spoke to his "ancestor" but hasn't he seen the aboleth before? There is no mention of the abo being veiled during his previous visits, in fact the koprus are "prepared to leap into the water to punish their prisoner. So, does Irgzid think there's an abo AND his great-great-grandfather in the chamber, or just granpa?
Sorry if this is a bit off topic but the mention of "strange" messages brought to mind Lavinia's note left behind for the party. It's amazing she didn't bleed to death in writing it with her own blood. Everything spelled out neatly. When my group finds the note, it will be much briefer; something along the lines of "V! 2 gape maw"
Swapping Big C for Demo-G? R'lyeh for Gaping Maw? It should be possible. If using Cthulhu D20, replace some of the standard monsters along the way for those of queerer flesh. Also, having the destination R'lyeh on (or just behind the veil of reality of) the Greyhawk world, rather than in the Abyss, would more closely match the cloying immediacy of terror found the the Cthulhu stories.
Have Uncle Maravanchi enter the fray at the last moment.
Regarding the stats for the Nimbus Bow; the description says it's a +# blah burst weapon (trying to avoid spoilers) "that does an extra 1d6 each hit". Is this extra damage IN ADDITION to the standard 1d6 built in to all burst weapons? Or is this a reference to the standard "extra" damage all energy weapons deal?
What's to stop them? The DM. And the fact the adventure is written to follow the coastline. Leading by the nose? No more than a director of a movie getting his characters, scenes, and action together to make a story. No actor gets to declare "I know the movie takes place in NY, but I think my character wants to live in Boston". Follow the freakin' script!
Why do player driven threads seeking info on items, NPC's, or their own actions keep popping up with the ridiculous addition of NO SPOILERS? What else is being solicited, other than spoilers? You need to look to your game (i.e. the other PC's and DM) for guidance and stop trying to glean extra info/advice/feedback (whatever you want to call it) on these boards.
Yep, it is slim. The party has to make due with what they find instead of relying on Monty Haul for their goodies. A good idea to take Craft items, etc, as there are plenty of opportunities for downtime. Also, a good DM will tweak what is found a little bit, so it matches some of the PC's. We are loving it. Because of the lack of magic items, the "trove" found at the bat god's cave was a major deal - not just "oh, some more items *yawn*".
My players wanted the druid to shape-change into a bird and fly to Farshore for help. I didn't even bother with the whole dissuading thing. I simply said that wasn't the adventure that was mapped out. I also sneered at the suggestion that the heroes needed rescuing. They fell into line and got on with the AP immediately. Railroad, schmailroad - sometimes it's just easiest to let them know where they're supposed to go.
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