Neil Spicer wrote:
My party told Nadya to go back to her sons at the uncle's request. I had her break down crying begging them to let her come along so that baba yaga could get her daughter back. The Cleric (soon to reclass warpriest I'm sure) was having a romantic relationship with her and he may wish for that. We shall see.
Mr_Nevada wrote:
Dey say dat when you cut sometin' off it grows back bigguh...
Mavrickindigo wrote:
This is my favorite adventure path to date. I am running it. Its also what my party has deemed "[Pathfinder] Hardmode" if you can't stand a challenge, don't play it. This campaign is hard, and only gets HARDER.And in regards to the quest, Witch Queen Baba Yaga is as powerful as Asmodeus. Sure, this AP railroads, any good GM can disguise a railroad, or make a railroad interesting, so that can be attributed to your new GM. My player's don't realize they are fully railroaded. I disguised many elements or gave them proper plot hooks to get the characters involved in the story. TLDR: Don't like a challenge? Don't play RoW.
Tangent101 wrote:
So... I am going to rewrite the villans, but I actually got my inspiration from the "Game of Crones" poster I saw on the paizostore. I am going to stay mostly true to original intent of the story, Vselvod is storming Baba Yaga's fortress for his Demon Lord. Why? Because his Demon Lord told him to, in order to get a foothold in Golarion during Elvanna's reign. Going to use the idea of some of Elvanna's people doing the same, but getting wrecked by Kostchchnie's followers. Empty camps with dead witches, as previously mentioned. (This will also create a feeling of unease which I so relish. Every now and then, not often enough to be over used, I build up encounters in such a way that player's feel like they are killing off potential allies. Also it will fit in with my "Bittersweet victory" theme I have going on. Win at this, but lose this.)Kostchchnie's followers have 3 rules, and one was kill all witches. So having Vselvod work for Elvanna seems a little out of flavor. This creates a second issue when the campaign ends, the fortress will still be under siege when they leave it, but with some of Elvanna's troops eliminated on their way in, and the denizens all but eliminated, the Frost Giants will have no problem finally seizing Artrosa. Thoughts? =D By the way, I love this adventure path.
Uh... Don't use Yeti?
I have read through the AP several times and currently GM'ing book 2. Anyone out there interested in trying to piece together, or push Paizo into: creating a second part for the AP?
Alright, reporting in again"
The Gory Details:
Alright, so I built up this encounter a little more, making a cave with a few extra "rooms." The entrance was T-shaped, and the right side was a small tunnel leading into two chambers, the first chamber holding Finngarth and his Mindslaver Mold, the back room is going to essentially by filled with spores and mold and stuff, a "hive" type situation, as I had Finngarth quote Infested Terran lines. To the left was a single room with a patch of ice. Roman and Branis (the cleric) spotted the "patch of ice" and noticed it was slowly creeping towards them. Branis decided to leave with the group, who then alerted Finngarth and his Mold to their presence. Roman proceeded to drop his everburning torch on the ooze to see what would happen. It then grappled him once the light went out as the acid ate away the torch. Meanwhile Finngarth charged Branis and started dishing out quite the damage. The mold just threw spores randomly until Faunra proved the most dangerous (as she was focusing it instead of its slave). Roman gets grappled and attempts to break the grapple. He fails. The group engages the Moldy Finngarth, and after a few rounds Faunra notices that Roman is gone. She sends Jon (the gunslinger) to find him, whilst dodging Finngarth's axe and taking a total of 8 wisdom damage. Jon finds Roman, now naked and hairless, struggling against the ooze. Jon begins firing on the ooze and calls for help. Myana, the party's wizard, using her Arcane Bond to cast Resist Energy: Acid on Roman. Myana then goes back to pelting the Mold with spells. Faunra backs off due to the drain and knowing what the creature does, Branis then goes down in two shots. Faunra is then crit for 56 damage the next round (4+2(two handed)+4+2(power attack) for 12, 36+ 20 dmg rolled on dice) cutting her in half. Myana then deals the killing blow with Spectral Hand+Chill touch. But combat isn't over as the ooze finally constricts Roman to death. The whole time, Roman was casting spells trying to get the ooze off of him. He casted Communal Mount to distract the ooze, he levitated himself up 15 ft and he healed himself. Meanwhile CMD 10 ooze is strangling him. They looted Roman and they elected not too reincarnate Faunra in order to preserve racial purity. Roman was also the Ninja, Dawei, and the alchemist, Knave, from previous posts. Myana is now the only player that has not died.
Bearded Ben wrote: I don't think Sean or the OP were complaining about the tech level, instead they didn't like the intrusion of the real (albeit, somewhat fictionalized) planet Earth into their fantasy and vice versa. Except Rasputin was fantasy forced into my reality... I mean, have you seen the Anastasia cartoon? =P
Alright, so my party is mostly evil. And mostly greedy. Now, my party is barred from returning to Waldsby after getting a few people killed, and Nadya exiled. After fighting Radosek, and looting Nazhena's treasure trove, my party is in need of Remove Blindness/Deafness and Remove Curse. They also need to sell their loot, and so when I gave my party the Reign of Winter Map Portfolio map of Irrisen that they looted in Radosek's bedroom, they decided that Nadya (and their Jadwiga prisoner [my ninja died and came back as a Jadwiga witch that they decided to tie up and interrogate]) should lead them to Hoarwood. Now, I am looking at creating Hoarwood from essentially scratch, with only the Irrisen: Land of Eternal Winter, and my Adventure Path Books. And so I turn to you guys; Does anyone have any recommendations for how/what I should do in Hoarwood? I was also planning on fleshing out (as we're a heavily RP focused group, they actually talked to Radosek for like 3 minutes (an hour IRL) before deciding they wanted to cut out his tongue) the river towns, crowtop, and the ruins of vonosh. I've decided that the market places will be heavily taxed (13%?) and then 150% mark-up for Non-Jadwiga humans (and a diplomacy check to get it to 125%) and no magic items or weapons/armor for Ulfen (Nadya and my inquisitor, who has an 8 CHA anyway). I also planted ideas of selling the Ulfen while they're there, in the head of my Jadwiga. LOL! I also decided to create Hjalnek's killer, an Ice Troll Ranger named Onuhk, with a mirror replacing his right eye (which was cut out by Hestrig and then burned closed), and the head of the party's Paladin tied to his belt (player quit but said he wanted to lead a few people back to Taldor before the portal closed). Bordegga was his mate, so I was thinking of having Nadya get in contact with Hjalnek's friend, talk to him about Hjalnek and Rengierr, and then learn about Hjalnek's killer, who is now tracking them because they killed his mate (I thought it would be entertaining for the players to realize the web of revenge they've inserted themselves into).
Neil Spicer wrote:
My party got Nadya exiled from Waldsby. They essentially got a few people killed, killed a few more, and decided to rob the Lumber Mill owner. So I had Rolf go to collect Wergeld, and they skipped town. Now my party has elected to travel to Hoarwood in order to secure a remove curse and remove blindness/deafness. That's going to be fun, going to create another post for ideas for running Hoarwood, Lod, River towns, and the ruins. |