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My group has finally hit the Sargasso. They went through their first fight with those Vine Horrors. For DMs who have already run this part of the adventure, how did you do the following: Vine Horrors can "summon" one Assassin Vine-like creature out of the seaweed. Mechanically, can they 1) "summon" more than one, 2) can the creature attack right away, and 3) can the Vine Horror act independently or must it concentrate on the creature? My group is one-level higher than should be for this adventure. I jumped up the Vine Horrors, but are you supposed to also adjust the "summoned" creature? Thanks for any mechanical help here. My 3.5-fu isn't as strong as it should be.
Just in case this is a SPOILER for some... Spoiler: Has anyone played in, or DMed, a group that somehow made the Sea Wyvern unavailable for the Sea Wyvern's Wake? My group has been talking about selling the ship and it's taken some odd circumstances to prevent that. Anyone else had the players otherwise lose that integral ship? What did you do to make up for it?
SPOILERS for Bullywug Gambit below: . . . . . . . . . . My players started exploring the caves last session. They encountered Brissa Santos, Vanthus' lover, and even remembered who she was. Yay! Anyway, the cleric of Trickery never likes to simply attack and deal damage in a fight and would rather apply some trickery to change up the combat. In the middle of the fight with Brissa, he Altered Self himself to appear as Vanthus in order to get her to either stand down, or be distracted enough not to crew on the druid. Unfortunately, the other characters didn't understand what he was doing and stepped aside, allowing her to make a direct beeline to give the cleric/fake Vanthus a nice sloppy, disease-ridden french kiss. The cleric promptly ran away and jumped into the water, both to hide from Brissa and to wash off that lingering dirty feeling... It surely didn't help dispel that horrible mental image when I puckered up and lunged at him in an impromptu roleplaying moment. Hee hee!
My group has just finished "There is No Honor" and has tentatively sided with Rowyn. What did all of you do to emphasize that Rowyn took over Sasserine? Killed off Lavinia? Killed off major NPCs? Have everyone on the street walk around with a Lotus Dragon badge? My players are playing both sides of the fence, so I don't want Lavinia dead, but I also want the PCs to know that their actions have consequences both good and bad (and to help generate ideas on what to do once "Sea Wyvern's" Wake comes around...). Thanks!
I was wondering what percentage of groups try to take advantage of Lavinia, from outright thievery to demanding more benefits? My group has actually been very accomodating, though they talk as if the Blue Nixie belongs to them, and occasionally plan on making Vanderboren Manor their "home base" all without asking Lavinia.
I'm starting up a campaign with the Savage Tide Adventure Path and my players are really getting into the idea of a pirate/maritime-style game. Does anyone here with an encyclopedic knowledge of 3.0 or 3.5-approved Dungeon magazines know of adventures that have a pirate/maritime theme? For example, I found Dungeon #123, "Salvage Operation" to be a perfect low-level Side Quest. I also need more info about ship combat and maintenance rules for 3.5 (my maritime-fu is quite weak). Any suggestions? |