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![]() My players have decided to whack Kedward bone. It is a sidequest...offered to them from the surviving members of The Portectorate. I am also going to use this encounter to divulge the location of the Wreck to them. I am looking for suggestion on how to beef Kedward up to take on a 5 person PC party (Cleric/Saint, Wizard, Scout, Fighter/Dwarven Defender, Warblade). I think he should probably have allies with him, but I don't really want to use Yuan-ti again as my players have already fought them. His spells should probably also be beefed up somewhat... Any good ideas? Thanks in advance... ![]()
![]() Humble Minion wrote:
Yeah, for now at least. I have already forshadowed her many times though; one of the PC's even has a necklace with one of her teeth on it. Eventually she will be presented as a Draco-lich in my Stap Campaign. For now though, they will have to settle for a scorpion TPK. LOL Thanks again for the stats! ![]()
![]() I had the same exact problem. I put some cliffs with a plethora of sea caves near the crash site. That night, flocks of Wyvrens (hundreds of them) swarmed out to feed on flocks giant fruit bats. This made the PC's too scared to even attempt flight. Also, whenever they were in the jungle with a thick, sky blocking, canopy of trees above them I would make sure to have some giant flying creature fly over I'd tell them they couldnt see it clearly through the canopy just hear it, and feel the massive thumping of "its" wings.... Worked like a charm. Without too much overt railroading it kept them on the ground for most of the adventure. ![]()
![]() lilith wrote: Are you looking for more of a scenario to play out with your party? yeah... basically they get some info, travel to a location, have to pass some kind of test/combat/puzzle/all of the above... and then earn the right to have their friend ressurected... he was a cleric of the sea god procan (posiden) if that helps get the creative juices flowing...mine have ran dry LOL :/ ![]()
![]() Last session our cleric died horribly at the hands of the BBEG. Now the PC's are thousands of miles away from anyone with the ability to raise dead. They are stationed at a jungle village on an island in the middle of nowhere. I'd like to send them on some kind of side quest that will allow them to somehow raise the fallen cleric. I'm thinking an ancient shrine... A magic fountain of some kind... maybe making a deal with a powerfull outsider... something... anything? can get a concept to gel in my mind... What do you guys think, any ideas? Has anyone ever done this in their campaign? Thanks in advance! ![]()
![]() Ronin wrote: I did use a clear piece of plexiglass to attach the "trees" to (there are screws underneath), did you want that as well? Sure... whatever I need to reproduce those amazing pictures you posted on your blog! My players are going to FREAK-the-F**K-OUT! LOL Thanks so much for this Ronin YOU ROCK!!!!! ![]()
![]() I had a PC get killed during the battle to save farshore. He was the party cleric...thus no more ressurection spells What I'd like to do is stage a sidequest adventure of somekind that will allow the PC's to have the cleric brough back to life. I'd really like to involve the Olman gods (Zotzilaha?)and perhaps tie it into the storyline of the STAP somehow...you guys have any ideas??? Have any of you done anything like this for one of your dead PC's? thanks in advance. ![]()
![]() oh not for a while... last night we finished Tides of dread. I live in kansas City MO and would gladly play for shipping. Let me know and I'll get you my address. I can paypal you the S/H. I'd even pay to ship the logs too! Question: why did you get it printed at kinko's in black and white? Was it more cost effective that way? Lemme know about shipping... and once again... awesome work! ![]()
![]() ronin wrote:
Ronin... would you be able to ship yours??? ![]()
![]() Excellent Idea for a thread... Adventure: Tides of Dread Senario: The Final battle when the Crimson Fleet assaults Farshore Tactic: Two front attack on farshore. I didnt run this battle as a series of encounters as suggested. Instead I ran it as an all out round by round war. I knew the poor pirates in the row boats would be sitting ducks for my PC's flying antics, as would the inbound ships themselves... so i added another attack tot he battle. The Crimson fleet allied themselves with a more reclusive tribe of olman, nad have had them spying on farshore and their preperations for the 2 months preceeding the battle... Anyway.. as soon as Crimson fleet ships were spotted heading into the farshore cove... The Olaman attacked on the other side of town from the jungle. They were assisted by a Elder fiendish Xorn (burrowed right under the wall and went to work inside the town) and multiple summoned undead (a couple incorporeal wraiths...also already within the walls). This Battle (distraction) gave the crimson ships time to get into position and the flesh golems time to get to shore. All-in-all it went really well. As soon as they finished off the olman attack the Golems emerged and the fireballs balista and catapult stones began raining down... all the while scores of blood thirsty pirates are approaching in rowboats....decisions...decisions... :) ![]()
![]() 1 wrote: Remember to give them at least one or two scuttled ships though... it is a good idea. Indeed, I definatly will. I will also have the attack stalled while the bottleneck is blocked by scuttled ships. Then the caster will use control water to move the ships out of the way and then use it a few more times to get the remaining ships up and over. I have 5 PC's in my group, so I think I will give the yuanti sorcerer a cleric ally for buffing/healing. Might also summon some air elementals for defense against flying PC's ![]()
![]() Ninj4 wrote:
It is a spell from Monte Cooks Arcana Evolved. One of my players is playing a 10th lev. elven magister from that book; but basically they are using wall of stone and stoneshape to try to block up the harbors natural bottleneck. A while ago, before all the pre-attack planning began I haphazardly told them the harbor was 40' deep. ![]()
![]() DMFT wrote:
I disagree. Why should the players be the only ones to use "firm tactics". Rowan is smart. When she realises they can track her scent should would attempt to come up with a way to throw them off. As disgusting as it is, I'd have her hide in the ships bilge to conceal her scent, or like suggested, use something from the kitchen like animal fats or pepper, or both. The picture supplied of her looks as if she has seen better days... maybe camping out in the bilge is why. LoL My PC's thought it totally believable, even the Druid using ghte scent spell. ![]()
![]() N1NJ4 wrote:
Thought of that... unfortunatly...(quoted from the spells description)"Magical stone is not affected by the spell". I am thinking of adding a couple of ships to the onslaught, just so they can get smashed on the stone colums concelaed beneath the water, then having the spellcaster show up and destroy the columnsin some way. That way they get the VP for scuttling some ships and feel vindicated for all their hard preperation... without destroying the invasion as its written. I was also thinking of using control water to propell the Yuan ti casters boat up and over the columns... and having waterwalk or water breathing cast on the rest of the pirates rather than having them arrive in rowboats. I have already planted a spy from the crimson fleet in the population of farshore. He has been comunicating with the fleet via a crystal ball w/ telepathy. So they are already well aware of the preperations the village is making. Thus, when they begin to counter some of the fortifications, it will make sense to some degree. ![]()
![]() Greetings All, I hope your ST campaigns are all going well. I have a few questions regarding the adventure: Tides of Dread, specifically during the Crimson Fleets attack on farshore. 1. How did you play out the encounters in Chap. 7... did you go round by round, or just skip to the various Fight scenes? 2. Anyone know how deep Farshore Harbor is? 3. My players, through clever use of magic, have devised a way to basically put a grouping of stone columns in the harbors bottleneck, thus preventing the pirates ships from entering ... Any ideas on how to circumvent this? Disentegrate is the only thing I'v ecome up with thus far. 4. How did the final conflict with Vanthus play out... he seems like kind of a weakling... especially since I have 5 PC's in my group. Does he need a boost of some kind? Anyone write up a good "script" for him to say when he finally "reconnects" with the hated heroes? Thanks in advance and keep up the good work guys! ![]()
![]() I used emrag after the ship wreck to "motivate" my players to stay the hell out of the water. I didnt want them grabbing row boats and rowing their way to farshore... So I described something terribly Big and loud, just beneath the surface of the water... eating /crunching on floating corpses that did not survive the shipwreck. . . needless to say... the idea of using a rowboat never entered their lil minds and if it did, no one said a word (cue evil manipulative DM laugh LOL)Bwahahahahah :D ![]()
![]() scribe wrote: In either case, I would only allow diplomacy to come into it if the charcter could specifically speak with animals, which I don't think wildshape allows, any more than shapechanging into a Drow would give you the ability to speak undercommon. Actually Wild Shape does allow it. D&D srd 3.5 wrote:
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![]() Both helpful posts... Thanks... and in hindsight, I feel the same way. I just didn't want to stop the action to look up both wild empathy, and diplomacy... I agree, that I probably should have required him to use Wild Empathy... this would've made more "sense" and would have made the attempt more challenging... I guess he and I will be having a talk about using diplomacy while wildshaped... ![]()
![]() heres the situation... The druid 5/master of many forms 2 in the party decided to try to "talk" (squak?) it out with the terror birds that were nesting in front of dark mountian pass. After some scouting/spying, he wildshaped into a terror bird, and approached the nesting area. He was immediatly set upon by the nest mother. He said that he shouldnt have to use a "wild Empathy' check becasue he wasn't in human form. He could talk to th birds in their "language" becasue he was one of them, and he thought he could just use a regular diplomacy check... is this true? if a druid is wildshaped into the same animal he is trying to influence can he simply use diplomacy instead of wild empathy??? its really no different than two humans using diplomacy on each other isn't it? they are the same race now... help? This guy has his diplomacy maxed out and has taken two feats that bunp his Diplomacy check LOL He got a 35 on his check!!!! which, I guess, changed the nest mother to friendly from hostile. He then lead the nestmother off into the jungle so the others could sneak by and into the cave... I let him do it... and they succeeded in making it into the cave without any combat... the other birds spotted the PC's, but would not follow them into the caves... Diplomacy or wild empathy? Which one should I have made him use??? Thanks!
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