Shivra

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So my group hasn't had too tough of a time in Spire of Long Shadows, they had the most difficulty with the Swords of Kyuss and Kelvos, the wormtouched. We had one death that was long coming, by a PC that like to take ALOT of gambles. Anyway they have had little difficutly with the Overworm and are heading straight towards the Harbinger. I want to throw the book at them with the Harbinger and see how they do. He will be prepped to the gills with advanced knowledge they are here (As they've made no effort to conceal themselves during the Sea of Worms battle and he's only 40 feet away) In effect (when they bust the doors open for a little telepathic Q&A) are all spells listed in text
with the addition of spell turning (which is swapped out for limited wish,- wish spells dont exist in my games)

I'll probably start off Maze on the biggest the threat ( An archer with an Undead Bane/ Holy bow who just chews up undead)
following up with the Prismatic spray, then Enervation and Sorching Ray in round 3,

I am saving a DC 24 plane shift to the Negative Energy Plane
for anyone that gets throught the repulsion and tries to base him in melee combat.

One question I had about that was IF there was way possible way to survive being transported to the negative energy plane or was it an auto kill? how could one be retrieved from such a fate by their comrades if at all?

Any other advice on running this encounter is appreciated.


My players are quickly headed for their showdown with Zyrxog
I fear a TPK due their overall low will saves +9,+8,+7,+1,+1
his Mind Blast at DC23 is pretty overwhelming and without above average dice rolls they are going to all get smoked on that initial encounter after Telakins defeat. Question- why is his DC23? as opposed to the standard DC17, I realize he has 7 level of Sorceror but whats pumping up his mind blast DC by 5, what am I overlooking?
I don't want to just arbitrarily make it 17 without a good reason.
I just fear Zyrxog "initative" roll 18+8 = 26, "Unleashes mind blast 60 foot stun cone" DC 23" players throw some bad dice" GAME OVER brain sucked and coup de grace'd by the thralls...ouch. at DC 17 they got a chance...


I need a some background material for a side trek involving a traveling circus...anyone have any suggestion from Dungeon back issues(or anywhere else for that matter) Kind of in a time crunch.
Thanks


Well I have a weird conundrum with the Ilthane’s black egg. My PC’s took the egg and carefully placed inside the Handy Haversack. (which I allowed after they stated how carefully they picked it up and even having them make a series of rolls to see if they fumbled or dropped it. They somehow passed them all) They have been now carrying it with them for over 2 weeks.

They showed it to Allustan who told them to get it out of his house, and if they were smart would destroy it. Not taking the hint, the PC's are currently in line waiting to enter the Free City, and are planning on selling the Egg, thinking it’s a normal dragon’s egg and it’s quite valuable. Since nothing happening with Egg, left the finale of the Twisted Branch lair, somewhat anti-climatic. I am trying to come up with something exciting, that won’t get them immediately thrown in jail. For instance I thought about the Gate guards, declaring it contraband, seizing it and having it abruptly shatter all over everyone at the gate. Not the best way to start out, their adventures in the Free City. Has anyone else had similar problems with this? How did you handle the Egg?


I didn't get much mileage out of Kullen and the Gang, well I guess I did, it's just somewhat-anti climatic. Initially my group was quite intimidated by the gang (rightfully so) and avoided them.

Since most of the group are Diamond Lake natives the gang's reputation fro trouble and murder was well known. When it came time to follow up on Skutch's arm from the Land Farmstead. The PC's managed to stike a deal with the gang ( who were freshly aggravated by Filge's behavior and the ordeal with Owlbear) Kullen was convinced that Smenk and filge didn't have there best interests in mind and offered to tell the PC's everything they knew in exchange for that "Thin bastards eyes" when the PC's balked at murdering Filge, Kullen basically said you'll do it, "or else". The PC's figured they it was going to end bloody anyway and went about cleaning out the observatory, killing Filge in the process and giving Kullen his "Eyes".

The PC's now have a truce with the gang, and Smenk is soon to be turned over to the authorites as we wrap up 3FoE. SO what of the gang?, I hate to leave them in limbo. The PC's are more than a match for them at this point, Kullen and company have zero interest in tangling with the PC's and have split town temporarily shacking up in the abandoned mining office (Fant Manor) once occupied by the PC's until the fallout from 3FoE has died down.

I had a few ideas for the future of the group

1. They turn up a few level's higher in Greyhawk as one of the teams in the Champion's Games. maybe even fighting the PC's directly.

2. They stick around Diamond Lake causing trouble using Fant Manor as they're base. Illthane following up on rumor that the PC's once used it as a base. Plants numerous potions and liquor nearby that all contain slowworm and that would be easily discovered. The gang of course finds the stuff and greedily ingests it. When the PC's travel to the Whispering Cairn to look for Allustan, they'll notice some movement around their old hideout, Finding 5 Spawn of Kyuss to greet them.

3. maybe a combo of both?

Questions- Is Spawn of Kyuss a template that can be applied to a leveled character, or do you just become the 4 HD spawn as listed in issue 126 when your turn?

Anyone else have anyother interesting resolution with the gang other than a direct confrontation with the PC's?


I am a couple months into our AoW AP, and one of the things that concerns me is the overall sense of time in the game. Running in Greyhawk we started in the begining of the year 595 to coincide with the weather in real life. Chronologically I have been keeping a very realistic track of time, and we are about 1 month into the campaign (game time) and currently into "Three Faces of Evil".

That seems on track timewise as the Champions Games will be in the Spring, as I think they should be. After that is where I forsee problems. Personally I have an issue with my players PC's shooting from level 1 to 20 within the course of one game year.

In past my campaigns that where module based. There were long spans between adventures (and in real life) where PC's did other things, phasing in new / replacement PC's, regrouping only to head out on the next adventure. entire campaigns could have a timeline of 5 to 10 years or longer.

With the urgency of AoW and wealth of material I have prepared, running the AoW has become one long 20 level Mega Adventure with one group of PC's

Currently I am looking for ideas on how realistically increase the span of game time and still keep the momentum of game going.

One of the obvious ideas I had was making the Ziggaruat in the "Spire of Long Shadows" a time sink where while inside the obsidian ring time came to a crawl, While the time on Oerth rapidly passed the group by. The result being while the adventure seem to only last several days for the PC's, Six months had passed in the outside world. Tenser ( manzorian) and the rest have assumed the PC's were destroyed.

During the groups abscence several new prophecies have materialized and stopping the Age of Worm's has become ever so more urgent. Outside of that and possibly running a side trek to Hellspike Prison while the PC's wait for Tenser to return to Magepoint in the opening of the "Spire of Long Shadows"
I am stumped on idea's on how to push the whole path to hopefully at least a two year game timeline.

I am curious if anyone else has had a similar dilema? What options have you used?


Hi,

I've read through this numerous times and am running it tomorrow night . One minor detail is escaping me. What is the purpose significance of the broken marble index finger in area 5 from the sarcophagus in area 7 ??. The text mentions it's clue to the true tomb, but I seem to be missing "what" that clue is. Any input is appreciated.


as a Dungeon subscriber living in chicago, I am finding it odd you guys are shipping my issues around the middle of the month and its taking a month to be delivered? As a subscriber aren't I supposed to get my issue before it hits the newstands?
(otherwise whats the point). Consistently I am receiving my issues 3-5 days after it hits newstands, but you're advertising it shipped to me a month ago. If I order direct from the Paizo store I get always get things within a week.

Can you guys help me understand this? as I am seeing zero point in subscribing when I can either order the issues from the store or just buy it on the newstand and get the issue earlier than I do as a subscriber

Thanks


Anyone know where I can find the major events that took place in Greyhawk from CY 591-595?, I realize this is through Living Greyhawk but inexplicably I've had zero luck finding such information on the offical site or its links. I am just looking for major events that would be relevant in writing a current Greyhawk adventure. Any help would be great!, thanks.


For a long time I have been using the Tors, in the southern part of Yeomanry as the location of the original B2 module, I've been looking for the original source on this and can't find it anywhere. I also swore i thought I saw the "Keep on the Borderlands" noted on the new Greyhawk maps that came out in Dungeon last summer, but looking at the them tonight I don't see it. Can anyone tell me the orignal source of this as the location for the module??

Thanks


I didn't get the pullout of Blackwall keep map with my issue of Dungeon #126 that arrived today since its comes direct from Paizo in a sealed envelope. It did't get "lost in the mail" it was shipped without the map.
Anyway I can get a map?. If I buy another issue direct can I be sure it will come with the map?

Thanks