Jody Johnson wrote:
I agree on most of these points- but you aren't considering 3 animals- bats, rats, and cats.a bite from one of these animals is not going to kill most creatures- unless they swarm- but will still halp to spread the disease. there are many small predatory fish who could help spread it too. unless traded the death effect for a weak ghoul style paralysis. what do you think?
[spoiler] Ok, so the party was doing "ok" until the fight with vanthrus- then he activated his pearl and farshore was infected by the savage tide.
How long until the island mainland is consumed by madness? with birds and fish in the area of the bttle exposed it should be pretty quick.
The rest of the adventure seems like it will change from stop the production off the pearls- to find a way to stop a speading plague.
one more quick question too, if the pearl is activated by blood, and then hitting a hard surface- how is it not going to be activated in the battle with venthrus? he had it in a easily accessible spot- so- the very act of fighting, and dying will make it likely to activate
Tides Of Dread...
Against Venthrus The cleric and Thief from the Jade Ravens and... GOODBYE FARSHORE! Thats right the town is gone, eaten by the savage tide! now the pcs will need to survive a zombie movie- I am so excited.
Ok, so I am 1 week away from the invasion (real time) and I think I have a cool idea.
Now, as soon as the party was able to- they teleported to sasserine and the party cleric spoke with the high priest of Osprem. The church agreed to send 200 troops and lots of trade goods in exchange for a position on the council and leadership of the church (see where i'm going with this?) so the "invasion" now becomes a war and the party will be the attacker or defender as they wish. and the ground no longer favors the party.
what is the best way to attack a heavily fortified harbor? a siege
ok- so my players don't really have any reason to dislike the scarlet brotherhood- only 1 of them were in sasserine when the brotherhood ruled, and his father was important. ANYWAY-
set up trip holes- on the beach, holes about 18 inches deep rigged to pin the leg makes tons of them- so the enemies need to make reflex saves to avoid losing a few points of dex ( from sprained ankles) and they are flat footed til they free themselves. load all the valuables in town into 1 building- rig the roof to collapse- rent the seven samurai- or the magnificent 7 for as for the glyphs- they are on an area- the only way to set them off is with whatever criteria is set at creation- it's like a landmine that goes off when thing x is within like 5 feet. could they use it? sure- if they new they were there- and how to set them off. they cannot benefit from the hallow though- because once again, you need to be thing x( good, lawful, worship god x) keep in mind that you will need to go back to sasserine and spend alot of money to use these tricks- glyphs are 200gp worth of diamonds each, hallow is 1000+ 1000/ level of the second spell- so this could concevably cost like 6000 gp- so how to recoup losses? demand it from future trade income.
if they balk, demand 50% of the profit from all shipping brought in on the blue nixie- basically defer the costs to lavinia- she is your employer- so all the risk should be hers. But I assume they won't mind just paying you back. whats 3000? especially when you remind them that you can kick start trade by teleporting to sasserine.
um- these effects affect lots of people. Hallow for example effects everyone who eners the area that meets a certain criteria (good, evil, worship god x ect.) and glyphs are cast WAAAAAAy in advance 9 like weeks or days- they are permanent until discharged. what it does is allow anyone in the town the chance to activate an area effect spell- thats called team work.
Textiles, spices, booze, slaves, metal bars, slaves, tools, NAILS, glass, paper, medicines, I would basiclly just set up the told into 10 cubes- assign a value to each cube- then allow them to sell at their cost + or - 5 to 30% based on diplomacy checks.that way it doesn't actually matter whats on the boat. but um- slaves are very valuable.
here is one way to simulate the arrows of spell storing-
Cast hallow as many time as possible.- attach freedom of movement to it (keyed to non evil)- cast entangle or web ...walk in and start killing.
ok then- glyphs of warding ... lots of glyphs of warding- and teleport to sasserine- and invest in a batch of arrows +1 spell storing- you get 50 of them. that is alot of fire power for very little money- make 5 of them vamp touch, a few of them warp wood or wood shape (for the boats) a few fireballs- a few protevtion from evil 10 foot radius ( cast at enemies, move in and watch the chaos), dispel magic, the possibilities are endless.now, divvy the arrows to as many people as possible. tie up innocent live stock through out the town- you can use the live stock as easy to hit targets- of course you don't want to use fire balls in the city...
DMaple wrote:
If I recall correctly- it's about 20 squre miles
Jason McDonald wrote:
Well, it's on now! the party just made it to farshore, and was begun formulating defensive plans...their first stop? sasserine. also on the plans- sink massive logs and use lower water to stop the ships...and use glyphs of warding- do i know my party or what??? they actually plan on preventing the invasion from ever getting off their boats. ok DMs- here is what i need, any ideas to use that are #1 good, and #2 compltely unexpected. the villains have a spy, and high intelligence and access to lots of magic goodies.- the pcs have resources that are limited , but they have more spells, and an easily defended position- one of my biggest fears right now is the pcs using "hallow on more that just the cemetary-... like maybe 2 other spots as well- and tying protection from evil to it. this will allow the village defenders a place to rally- and provide a place to fight venthrus and the vrocks when they arrive. I have a few ideas in mind that i came up with last night- but, i don't know if any of them lurk here- 1 thing that 1 of the players knows, but doesn't realize- the flag ship is a sight to behold- it is covered in the skin of a great wyrm red dragon, and enchanted. it is a massive thing that was stolen from a navy yard years ago by a bronze dragon pirate captain, then it took a party of adventurers to scuttlecove- the pcs set up shop running a unified thieves guild out of the porphory house they became a major source for slaves in the region. after a few years there was a split- the 2 leaders- Deacon the 3rd and Spyder began an open war- Spyders web of thieves and assassins were beset by Deacons slavers and pirates. My wife is currently playing Spyders daughter. the slavers have developed into the crimson fleet- though deacon was long been dead (unless the leader of the crimson fleet is a halfling). I plan to give my wife a little info that can be used to prepare- the fleet works with demons, they have this badass ship, ect. hmmmm. what if the fleet were to attack an olman village instead of farshore? or, what if they did it as a precursor to the attack? maybe to force the other villages to side with them? I ran the Zotzilaha adventure early- so, they party has close ties in the nearest village- they would run to it's aid for sure. anyway- i do not plan on using the point system much, and i would love any and all ideas- thanks for the vrock bit jason!
In my campaign, I have created a feat called "ship mage". It replaces your familiar with a ship- abjuration spells of level 3 or lower that effect you effect the ship, you can hear conversations on other parts of the ship, and sense the direction and approximate distance to your ship- you can also deliver touch spells with your ship...requires the wizard to be 5th level- it is powerful, but very situational. it allows the ship to be basiclly immune to fireballs, magic missiles, missile weapons, ect.
Dag Hammarskjold wrote:
the reef the ship is stuck on is called " Masher Reef" for a reason...have one pop up to start eating the dead- that should convince them to not try and save everyone.
DMaple wrote:
they will make many of the items themselves. a quick trip to sasserine is not tough . all of the PCS worship osprem so a quick splash into the ocean isn't much of an issue.- but since they will cast fly before they cast teleport- that splash isn't very likely to happen.by magic heavy I mean that all of the pcs are spell casters of some sort- duskblade ranger priest mystic theurge
Jeremy Mac Donald wrote:
I would say that most of the fight happens at once. discribe various bands of enemies- and let them fight them in the order they choose- while there may not be much chance to rest- this way they can regroup and gain reinforcements from the locals.I would say the Vrocks land and attack the largest group of defenders (from the rear) while they are engaged with pirates- that would be the height of the battle- or when the party goes to assault the ships.. if they split the party up, have them encounter them after a golem fight. I think it's funny that both people who are posting concerns about this fight are named Jeremy.
The Black Bard wrote:
Over confidence is what seperates good soldiers from dead soldiers. you tallied up the clerics- but you forgot about a favored soul, a druid, and the 2 from the party- which means there are plenty of priests. I don't see why the zombie master wouldn't utilize dead dinosaurs- most religious rites are based upon neccessity, and where they live- large protective beasts are very useful. The image of vikings and pirates running around killing everyone they see is pretty much fiction- or it waited til after the battle was won. Norse berserkers were rare exceptions- and they were part of a standing army that filled a specialized niche but they were few and far between( if they existed at all- which is debated).You are correct- the people of farshore are not warriors, but they can be trained to fight in a shield wall, with long spears and axes.- throw a bless on them to keep them brave- and the pirates won't even get close ( in theory). The pirates have 4 hit dice, an arrow does d8- they are not heavily armoured. yeah, they are not over-confident. This March the movie "the 300" comes out- it is based on a legend from the punic wars, that shows what a few men can do against a large horde of over confident men. One thing the army might not have is trust. i can see the pirates fight each other over a woman, or some gold.
man, I spent about 15 minutes writing this big thing...then it didn't post. to sum it up- yeah, these guys are slavers- they want to take people alive. the dance of ruin and a bunch of fire balls are not going to help them - i may make the fireballs subdual. no seasoned warrior is going to be over confident- not even a chaotic evil pirate. they are attacking a town- defended by people tough enough to to travel to an unknown, dangerous island- by boat ( we all know how safe that trip was) and then to survive for 2 years? no, these pirate should be cautious and ruthless. they know there are adventurers- so they know there will be spells. my party will use tons of empowered glyphs of warding, a few scrolls of dismissal ( after the evil monkeys-they won't leave home without them.)and a few teleports should get them back to sasserine- to buy 50 arrows of spell-storing- loaded with "demon dirge" from the spell compendium and vampiric touch
of course- these are all speculation on my part.
My players are smart- my wife is a tactical genius. all of them fought in the battle of Brindol ( red hand of doom) along side me- so,they know how I fight. and I know how they fight. I suspect they will pair up and lead groups of soldiers to trouble spots. the duskblade and his thief henchman, the ranger and the priest, and the mystic theurge will for a small group of casters- to fight any major threats and large groups. keep in mind steve- the party is not the only group of defenders. there may be as many as 400 total people defending the city. and many of them are seasoned adventurers.
Ok, so the party is nearing Farshore. I DM for a group of (currently) 4. I want the battle for the town to be memorable and dangerous- but as it is written- well- it really isn't that tough. A well equipped and magic heavy party should be able to handle the fight with little trouble.
The pirates will attack from land- under cover of darkness. The Vrocks will act as ariel bombers- targeting the watch towers with flaming balls of pitch - then trying to take the children of the outpost hostage. the golems will attack from 2 different directions , each accompanied by a few pirates. I will change " animate dead" as a known spell to dimension door on the lead Yaun Ti ( the main goal of the body guards will be to look out for approaching enemies- when they are spotted ( if they are spotted ) they will take viper form and hide- hmmmm maybe i should give the sorcerer natural spell...
I suspect the party will use lots of glyphs of warding and holy storm. before the attack- the ememy will have sent a spy or 2 ( probably olman or people from lavinia's ship) and may try to hinder the fortifications - or trying to comprimise the integrity of " the anti dinosaur wall" they may take action to hinder the olman in other ways too- like disease or dinosaur attacks. I will also allow for the green dragon to be hired (by both parties) The enemy in this adventure is very smart and should be played as such. they would not try to dismantle all of the buildings- because they want an outpost there. so the golems will limit their destruction to non essential buildings ( library, temple, small residences, cemetary). By the time they fight Venthrus- the battle is mostly over- so I will not change this fight much- i think after 4 rounds, a pirate will arrive every 2 rounds to help him. am I making the battle too tough? how are these tactics? the idea of attacking in waves when you are outnumbered is silly.
There is a difference between using a movie and recreating it. Personally- as a player- I would think- wow, how lame- i wonder how many souls I am worth...oooooh i wonder when the kraken is going to attack, Hey, lets fight in a a mill wheel!
honestly, it seems kind of...well- it is a blatent rip off. if the players don't mind- then fine- but what does it do to accompish the plot? could that be done with something less obvious? Sure- Davey Jones is cool and all- but I think that your players diserve a foe that isn't part of a summer blockbuster. maybe make him a half slaad/mind-flayer with lots of cleric levels- after the pact is fulfilled you are implanted with an egg that turns you into the same.as far as a weakness goes- don't forget that he can't go on land but once a decade.
So there they are- surrounded by 6 Vine terrors- 1 for each PC-
Hey James, My wife set up a massive criminal organization based out of the porphory house- Her pc just died and she now wants to play the daughter of the guild mistress- looking to regain control of her mothers empire. Who's hands is the porphory house in- or does it matter? I have already dicided that the crimson fleet is a splinter group of the guild. WHat can you tell us about the current state of the city?
I am the DM. The PC's are helping defend a large city, a flight of dragons is fast approaching- I had my favorite PC EVER along as an ally to the city- he was like a 15th level F/M ( 2nd edition)
As a player- more recently, we used an awakened tree to defeat a huge red dragon. ( similar to the flying elephant bit)
Fatespinner wrote:
I think the stickiness is at will- not constantly- or it would hamper their ability to hide.
You ever wonder how mimics would survive in a world with out adventurers? I wanted to share a couple of good mimic shape ideas... A suit of strange looking armor- it speaks softly, in dwarven- praising Moradin that finally a dwarf worthy of donning him is here- the armor is a heavy suit of half plate....after being donned- it begins to eat the hapless adventurer... a small bridge over a deep pit, or section of broken stairs a small boat...in deep water do you kill it or make a deal with it? I was thinking about a mimic who is bored of the dungeon life so becomes some sort of item and joins an adventuring party.
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