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Yakman wrote:
I devised a mission where they had to climb the Horologe tower (basically saving a lost kitty)! The clock's outer bulk is designed to nullify spells, so you can't just fly in there.Inside there is an elevator central in the tower, everything is made out of metal, there are clockwork soldiers (including a mage!) patrolling. There are Droskar priests (using the npc core book for statblock): they have communication stones by which they get the statistics of that day's industrial output on various parts of Haggegraf's economy. After doing some calculated manual math, they set the Horologe's smaller dials and bells to an updated rhythm. The Hryngar in the city are the only ones who can make sense of it :) There's also a secret shrine to the godess Brigh from which the priests would learn more secrets of gears and clockwork. It would be quite the scandal if word ever got out they're worshipping another deity beside Droskar! My players disrupted the clockwork so that the dials were a few seconds off. When they got back outside the whole city was watching terrified and in awe at their beloved tower that dictated their every move. The horror!
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In any case, in Cult of The Caveworm I had the party face Narseigus in Keth Soldur and replaced most of the events in Haggegraf with ideas of my own (infiltration of the Horologe!). And today I am replacing monsters in Narseigus' penthouse with more interesting ones. I also thought that learning of the Wormcaller secrets would be way more fun if it were obtained by consuming (eating) worms that once held a person's mind. Think Baldur's Gate 3 might have been an inspiration on that point :) Finally, I thought thought I should scatter some journal notes from Narseigus throughout the penthouse. I'll share them here. == Narseigus' Journal == Lamashan 1th, 4680 A.R.
Sarenith 18th, 4631 A.R.
Abadius 4th, 4678 A.R.
Lamashan 20th, 4684 A.R.
Kuthona 30th, 4713 A.R.
Arodus 8th, 4714 A.R.
Abadius 14th, 4720 A.R.
Gozran 15th, 4724 A.R.
Gozran 16th, 4724 A.R.
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Am I mistaken here? My players are almost done with Cult Of The Caveworm. Now that I'm reading to Heavy Is The Crown more thoroughly, I can't help but notice how the authors force you as the GM to force the players as the pcs to go along with the whole "defend Rolgrimmdur from the Bloodbane Coalition" arc. Meanwhile, it isn't clear how Narseigus intends to use the army he's amassed. Book 2 and 3 state that Narseigus is lying to the armies about his reasons for decending Kor Well. They believe he's going to find a way to lift the seals so that the Coalition can use the lift to ascend to Rolgrimmdur. Of course, we know that in Truth Narseigus is going to dominate The Avernal Worm instead.
About the second issue: this is nonsense. As one of my players already remarked, Narceigus would not have the Coalition use the elevator in the first place. He'd simply use The Avernal Worm to quickly excavate a tunnel large enough for the armies to breach into any sky citadel anywhere (doesn't even have to start with Rolgrimmdur at all, but I guess that's still yhe plan since the armiesare gathered this close now. (By the way, nothing is stopping you as a GM to simply replace the location of the Kor Well to be near Highhelm instead)
Now to the first problem: players like to go directly for the shortest path to victory. There certainly is one! Criss Drootorca Cavern, descend into the Kor Well, and sneak your way past the guard troops that are stationed there. None of that is too hard for a lvl8 party. The only real barrier is the party level; it's harder to fight Narseigus Wormcaller at only level 8. I find that a too reason artificial reason to hold my players back.
I think I'll have to come up with a better explanation. Something yhat does not sound too complicated is rewriting the seals in the Kor Well such that there's actually not three distinct magical barriers that cause harm, but that the entirety of Kor Well is flooded by some magical effect that causes harm. Comparable to pressure increase the deeper a character would descend into The Well. However, Narceigus engineered a few devices that can protect one from that pressure effect, though Narceigus got the only one that is capable of protecting one all the way to the bottom; the pcs must search Drootorca Cavern for enough lesser devices so that the party is at oeast capable of traversing the wing levels above the breach in the Well. Disabling one seal should now weaken the pressure effect throughout the Well. With all three removed the party no longer needs protection to descend all the way down. And there'd be no more guard at this level anymore; instead, a fight might have started as soon as the forces from Rolgrimmdur descend through ylthe elevator and reach the breach at Drootorca level. I'd greatly appreciate any thoughts, opinions or critique from other GMs?
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Gus_R wrote:
You're not alone friend! Printing card board minus for every product was something that set Pathfinder and Paizo apart from other TTRPGs.
Which is one of the reasons we decided to play Tyrant's Grasp in 2e this year .. that one still got minis!
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Aaron Shanks wrote:
That's absolutely unfortunate! I only have half the books in print, pdfs are very important to me. There is a price to being early adapter...
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docjohnzoidberg wrote: I'm super sad, I missed the "restock" that Paizo found in their database by a couple of days (couldn't get the website to cooperate on my mobile browser and it was gone by the time I could log into a PC yesterday). Oh well, hopefully they do reprint this. Well, for some reason it is AGAIN available... Not sure where they find these boxes. Some forgotten cellar down at the offices?
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I'm also from Belgium and had the exact same problem with my latest order (Bestiary Pawn Box). When I contacted the post office they told me "I had to pay VAT to them since they had not received the IOSS number digitally". That's 38 euros. VAT has cost me more than the actual product thus far.
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