Sarlax's page

6 posts. No reviews. No lists. No wishlists.


RSS


Since the Cinderlands are such a departure from Korvosa, I think you ought to double-down on how alien it should feel to city-folk. I just finished GMing this part of the AP and have some thoughts.

Make sure the Shoanti feel like a real culture. They should not feel like helpless savages just waiting for the PCs to fix things. The Shoanti should mostly hate these tishamek wandering into their territory expecting to learn their deepest cultural secrets.

Ditch the Boneslayer entourage. The Boneslayers make the Cinderlands less mysterious since they can just explain everything. They're also too fragile in an encounter that is level-appropriate for the PCs, which can cause some serious Respect damage if the PCs aren't willing to shell out thousands of gold when they almost inevitably die. Maybe, if the PCs feel incapable of navigating the Cinderlands, the Skoan-quah might grudgingly offer one, perhaps a novice, but make sure to really develop this guide so that if they die, it feels like a real loss. But it's better if the players are on their own since it makes things scarier for them.

I recommend making the "respect quests" more robust. I decided that Sun Shaman was under a geas-like oath that forbids him from sharing the truth with anyone who had demonstrated a commitment to the ways.

In retrospect, I would like to have made the big respect quests actually meaningful to the AP itself rather than just accumulating bragging rights. Otherwise, the PCs are just running around trying to look cool enough to learn a secret.

What I wish I'd done is put clues or MacGuffins in those sites. Here are some ideas:

* Amarund, the Shoanti member of the Palatine Eye Shoani who helped defeat Kazavon, returned to the Cinderlands after her quests. He (or she) scattered clues to his quest in his homeland.
* Amarund was a fire priest and died being devoured by a purple worm, which became Cindermaw. Cindermaw has some of Amarund's essence, and a PC who permits herself to be swallowed will gain some of Amarund's memories. Or perhaps an actual possession of Amarund's is in Cindermaw's gullet still.
* The Acropolis has a record of a visit from Amarund, who considered using Thassilonian magic to bind or destroy Kazavon for good. Consider making one of the statues an intelligent construct who can relay what Amarund was doing.
* The House of the Moon shouldn't be a happenstance visit, but rather a place to meat Desna's proxy, who can provide details about Amarund's life.

Definitely use random encounters and weather. The Cinderlands should feel wild. I had rocs swoop down to haul them away, ankheg swarms, basilisks, etc.

Drop lots of hints about the Cinderlander (and don't call him that). He's a high-level badass murderer who is able to survive in this place on his own. Consider having him set traps for the PCs, too.


I'd like to fix the motives of the Brotherhood. Their stated motive is to prevent Kazavon's resurrection because he is "an easy villain to hate."

This doesn't make sense to me. Kazavon was a great champion and practitioner of Zun-Kuthons's faith. ZK cursed Kleestad for betraying Kazavon. It seems like ZK would definitely prefer having Kazavon back, and the Brotherhood members could have verified this with Commune.

Likewise, "easy to villain to hate." Okay, so what? ZK already rules Nidal entirely, how much more hateable/exposed can the church be? In fact, wouldn't a Kazavon resurrection make the churn more frightening to its enemies and more impressive to its adherents?

Thoughts?
--- ---
Here's my suggested revision:

Kazavon had been a great champion of Zun-Kuthon, but upon claiming Scarwall fell into blasphemy. Perhaps he thought himself greater than Zun-Kothon, or turned away from torture to mass murder - more death but without agony. One way or another, Kazavon begins to lose favor with the Midnight Lord.

Waning favor from ZK makes it possible for the Esoteric Order of the Palatine Eye to invade Scarwal. Kleestad was aware of the growing weaknesses in Scarwall's defenses, but he didn't act on that knowledge - he was trying to play both sides, either quitting the churn is Kazavon survived the assault to join the villain, or abandoning Kazavon's mission to stay with ZK should Kazavon die.

With Kavavon's death, the curse takes the castle as otherwise described.

Centuries later, the Brotherhood is arguing about how to proceed. Laori thinks Kazavon should be kept dead - he was a blasphemer and didn't see the fun in torture. This more or less reflects the opinion of the Brotherhood, who also mostly believe the Kazavon is in terrible pain in his current state, so restoring him would count ZK's wishes.

Sial, however, believes Kazavon can be bound to the church's will, becoming an Eidolon of Zun-Kuthon, but not if Ileosa claims his power for her own. Sial also thinks that even if Kazavon shouldn't or can't be restored, his remains still hold limitless spiritual potential. Either way, his goal is to get as close to Kazavon's remains as possible, either to use their power, or better, "save" Kazavon from Ileosa to bind him back to ZK.

How does this sound?


Helel13 wrote:

Hey guys,

Just finished up A History of Ashes, and am about to start Skeletons of Scarwall. Quick question that I'm not sure the source material really covered. My players are pretty savvy and I anticipate they will wanna know how exactly Laori Vaus and Shadowcount Sial managed to discern that Castle Scarwall is such an important destination and that presumably is where the key to recovering Kazavon's Fangs is located. I have a hard time reconciling that Laori and Sial knew about Scarwall all along and are just now interested in exploring the castle with the party at such a coincidentally convenient time (ie now the party knows about the Castle from the Shoanti). Any advice for making this segment of the story and their new proposition of cooperation more cohesive would be appreciated, thanks!

A smart combination of Scry, Divination, and Commune will allow them to know the best time to visit. In fact, Chapter 4 already suggests some level of observation like this is done to the PCs.


I'd like to see articles that connect with various supplemental books WTC puts out. There ought to be something for the Book of Vile Darkness, Miniatures Handbook, XPH, Book of Exalted Deeds, etc. A feat, new spells, a race, etc. every issue related to these supplements would be great additions to the magazine.


Sarlax, 16 minutes ago Delete |Edit | Reply

--------------------------------------------------------------------------- -----

I've been subscribed to both Dragon and Dungeon since November 2001. Consequently, I've got quite a few copies of each magazine. I generally enjoy every issue I receive. Each issue always has some content I can use.

And that's the problem. There's so much content that it becomes near impossible to sort through.

You really ought to create a search function on this website that would allow people to type in a particular subject ("drow armor," for instance) and find exactly which articles in which issues pertain to that topic. Diggings through dozens and dozens of magazines can be a real pain.


I've been subscribed to both Dragon and Dungeon since November 2001. Consequently, I've got quite a few copies of each magazine. I generally enjoy every issue I receive. Each issue always has some content I can use.

And that's the problem. There's so much content that it becomes near impossible to sort through.

You really ought to create a search function on this website that would allow people to type in a particular subject ("drow armor," for instance) and find exactly which articles in which issues pertain to that topic. Diggings through dozens and dozens of magazines can be a real pain.