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O.K my players have just started the Dungeon on Parrot Island and thry are already 3rd level so by the Bullywug Gambit they should be about 5th maybe 6th level. Any suggestions on how to beef up the bullywugs so they arent total one hit wonders. I was thinking comboing Rangers and Rouges maybe a few more clerics.


Also what to say that Flight isnt impaired by the dimentional rift caused by the Shrine to DemiGorgan. If your Druid insists on Flying in the direction to where he "Thinks" Farshore is let him. And just when he above the area of the shrine have him back track without the druid noticing. It should unnearve the P.Cs that physics on the Isle of Dread are not normal. Give the whole experiance a kinda of "LOST" feel tell the Druid hes ben flying all day but tell the rest of the party he was only gone for 30 Minutes, the P.C should relaize something weird is going on.


I've kept the J.Rs pretty much the same as the STAP describes them with the exception of the Sorceress Liamae, who experiances a spiritual epiphany and becomes a Exalted Arcanist (BoED pg. 61). My players tend to think of the Ravens as Lavinia's overpaid personal gaurd. Relativly incompatent with the possible exception of Liamae, who a former P.C actually ended up dateing her in game before dropping out of my campaign.

The Jade Ravens for the most part see the P.Cs as hired thugs and lowlifes. In fact they gave the PCs the nick name of "Vanderboren's Enforcers" which has actually stuck the minds of most NPCs as the commonly known group name instead of the official name the party gave themselves.


Personally I'd love to see the stats and background on that Female wizard . . . she's yummy.


Larry Lichman wrote:

I'm using an angle regarding the Church of the Whirling Fury. I've got a Paladin who is a member of the organization, and I've been giving him information about a possible demonic infiltration at a plantation just to the south of Sasserine. I plan on it being a "haunted house" encounter with ties to Malcanthet, and it will make a nice fill-in adventure between parts 2 and 3 of the STAP.

Hope this helps!

Thanks Lichman that IS a good angle for a side quest. I had the P.C meet a NPC wild elf barbarian thats actually a weretiger with the idea of him becomeing a Champion of Gwynharwyf im sure he could point them in the right direction. They could break up a Cult of Demogorgon. Maybe face off against a Bulezau thats summoned. . .Hmmmm (the sound of wheels turning)


Thanks guys some of those ideas sound like fun. Here my two coppers in the pot for ideas I'm running for my P.Cs who just finish TINH.

The eldest daughter of house Knowlorn (Aristocrat 1/Expert 3/ Enchanter 3) is kidnapped and the players happen to be at the right place at the right time. Either witnessing the kidnapping or the party Ranger notices that a strange Puffin wearing a jeweled coller (her familiar) wants the P.C to follow it to where she is being held. If the P.Cs save her they might not only score points with a powerful noble house but also the daughter might develop a Crush on one of her rescuers.

Lady Aribani is holding a party and the P.Cs are invited or go as repersentatives of house Vanderbouren (maybe lavinnia does'nt like Aristocratic parties or Lady Arbani or both). Unfortunately some Drow slave traders have heard of her Dark Elf blood claims and if there one thing they cant stand it’s a wannabe. They infiltrate the party and plan to enslave everyone


**RANT MODE WARNING**
Alright I am getting a little tired of the back and forth debate on whether STAP or all AP suck or not. It's like the black jelly beans you either love or hate them . . . or you’re like the rest of us that eat them anyway and make a funny face. What I'd like to see is an exchange of ideas on how DMs can make the AP the best it can be.

COME ON PEOPLE!!! To be perfectly honest I have never ran any premade adventure EXACTLY as written (well maybe some made by Kenzer & Company). The writers in Dungeon are not J.R.Tolkens they are not espers that read your players’ minds and give you detailed well thought out alternatives with every possible outcome. Chances are they’re regular Slubs that have a Crummy jobs, Game on the weekends, and thought MAYBE just MAYBE it would be nice if other fellow gamers would have fun playing a game based on a rough outline on a really fun adventure THEY had.

That’s ALL an AP is people a rough outline of an adventure, a bare bones skeleton with a tiny amount of info to give struggling or burned out DMs an idea on what to do with their P.Cs. Its not a magic pill. . .that will solve all your campaign needs.
**RANT MODE END**

Now here some constructive advice I had used in my campaign that might help flesh out the adventure:

The eldest daughter of house Knowlorn (Aristocrat 1/Expert 3/ Enchanter 3) is kidnapped and the players happen to be at the right place at the right time. Either witnessing the kidnapping or the party Ranger notices that a strange Puffin wearing a jeweled coller (her familiar) wants the P.C to follow it to where she is being held. If the P.Cs save her they might not only score points with a powerful noble house but also the daughter might develop a Crush on one of her rescuers.

Lady Aribani is holding a party and the P.Cs are invited. Unfortunately some Drow slave traders have heard of her Dark Elf blood claims and if there one thing they cant stand it’s a wannabe. They infiltrate the party and plan to enslave everyone.

A renowned Effigy Master is visiting the city and heard of the exotic animals on sale in the black market. He hires the P.Cs to be his bodyguards and or black market contacts to procure specimens to aid in his Construct research. While there the curiosity of the Effigy Master gets everyone in trouble whether getting too close to the dangerous animals or witnessing a backdoor deal a Black Marketeer is will to kill to keep secret.

These side adventures are not outline in the AP there thing I thought would be fun and give opportunities for the much coveted Role Play scenarios. The problem is I have or will be using those posted above I’d like additional ideas from other people to make the game better. It’s a long way to 20th & I’d appreciate any additional ideas to make the game MORE enjoyable. That’s why I joined these Messageboards.


Interestingly enough one of my players a cleric of the God of storms was expressing intrest in the Whirling Furies. . . He is aiming on becomeing a Storm Lord but I may give him a CoG as a cohort later on in the AP they may need the help.


Well just about wrapped up TINH for my group after an exhausting but fun 8 hour session. Overall my players liked the story so far, though there were a few complaints about cleaning out the L.D Thieves Guild. They weathered the Dead end ally ambush pretty well and no one ever failed their poison save. They managed to capture one of the thieves and actually with the help of a powerful contact from the Dawn Counsel (House Knowlorn) managed to get a map of the dungeon.

They were hesitant on the idea of bringing down a “Big City” Thieves Guild and did feel a little “Railroaded” but realized if they didn’t they’d have to continuously fight off attempts by the L.D to silence them. Although my own personal twist was making a 1/3 of L.Ds 2nd level and equipping them with Heavy Repeating Crossbows. If anyone is about to run their players through it Id advise you to tone down the ambush encounter at ( D25 )by lowering the number of attackers or giving them daggers if you have less then 6 P.Cs or have no healers. That single encounter can easily become a TPK.

I’m particularly proud of my players for actually listening to Rowyn’s attempt to hire them. They politely declined then demanded her to hand over Vanthus, which surprised her. “That it?” she said blinking confusedly, ”That’s all you want? Your NOT here to bring down my guild or bring me to justice?” When the P.Cs stated all they wanted was Vanthus and her word to leave Lavinia alone. Rowyn shrugged figuring it better to sell out her lover then potentially lose her life and /or the rest of her guild, and handed them Vanthus’ letter if the P.C would likewise leave her and the rest of guild alone.

Now final tally ended up with the P.C killing a little more than half the Lotus Dragons and Rowyn still alive and in charge. So I’m going to state that the L.Ds have been weakened to the point where they can no longer keep their hold on the Docks of the city and are no longer the top contender for controlling thieves’ guild. Other guilds sensing opportunity began to battle each other for control and all out inter guild war breaks out on the streets and back alleys of Sasserine.(think Chicago in the 30’s gang war).

I figure I can run a couple of side quests role play for an adventure or two then start The Bullywug Gambit.


I gotta question anyone figure the Party makeup for the Illistrations in Dungeon looks like a Dwarf Fighter, a Monk, a Druid and . . . Im not sure about the cute Blonde Magic user is she a Wizard or a Sorcerer she might be a Warlok.


Im going to deal with the situation slightly differently Im hopeing a few Minor N.P.C grow on the characters. Churtle for example I change her alinment L.N when my P.Cs spared her life and changed her Expertise to a Cook/Alchemist and she follows the P.Cs to the Isle washing up on shore with the N.P.Cs. I feel shell come in handy (besides Churtle and Amella team up to make Urol's life miserable)

5-6 other important N.P.Cs manage to hold on to a floating piece of weckage and the Storm luckily blows them towards the South end of the Island where native recue them.