| Talon |
Hello! I started running the SCAP hardcover last week and we're already having loads of fun with it. There are a few minor problems I haven't solved yet - some of the issues have been discussed in other threads, I know... (sorry for my English btw, it's my 2nd language)
SPOILERS
- I'd either drop Drakthar's way or make something different out of it, concentrating more on the mystery and investigation factor than the dungeon romp (my players tend to get bored by too many dungeons). Has anyone replaced this adventure or used it in a different way than it is intended? I do like the goblins and Drakthar himself but can't figure out how to reshape the adventure appropriately.
- on some thread someone wrote about using "mad god's key". Just wanted to ask how the person used it in the campaign, e.g. at what point of the campaign and how it works without repeating the uniqueness of the whole business of the key(s) that opens any locks in town, an idea that's sort of similar in both adventures. I am also thinking about using it cause it's so great.
- why are plot-relevant places printed on the poster map? I can't show it to my players when it says "lava tube entrance" on there - they'll check this out for sure. Was that intended???
- our rogue wants to become a member of the last laugh. Has anyone in your groups done sth. similar? How did you solve it? What initiation tests did he/she have to do in order to become a member - what were his duties? Is there a fitting PrC?
- what are the little modron-like thingies on the illustration of the cathedral of wee jas (the ones circling the cathedral)?? Huh? Must have missed something there.
- Im not planning to play the last two modules, instead stopping after thirteen cages. Are there any problems with that or things to handle differently?
- what dungeon adventures would fit for a good side trek that leads into the jungle? I read something about Elephant's graveyard but I can't get a hold of that one.
THANKS!
James Jacobs
Creative Director
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I can answer a few of these:
- why are plot-relevant places printed on the poster map? I can't show it to my players when it says "lava tube entrance" on there - they'll check this out for sure. Was that intended???
As far as I can remember, the lava tube entrance is the only "hidden" location that's on the map; we probably should have remvoed this. However, it's easy to fix; just change the entrance to the Kopru ruins to another entrance elsewhere on the map; there are certainly numerous entrances to the numerous caverns below Cauldron, and the one indicated on the poster map could just be the most well-known entrance.
- what are the little modron-like thingies on the illustration of the cathedral of wee jas (the ones circling the cathedral)?? Huh? Must have missed something there.
Just critters the priests have been summoning to help in building the new spire atop the cathedral. They could be anything.
- Im not planning to play the last two modules, instead stopping after thirteen cages. Are there any problems with that or things to handle differently?
If you do this, there isn't really any reason to play "Test of the Smoking Eye." And as long as your PCs aren't hoping to reach 20th level... should be no problems.
| Frank Steven Gimenez |
- our rogue wants to become a member of the last laugh. Has anyone in your groups done sth. similar? How did you solve it? What initiation tests did he/she have to do in order to become a member - what were his duties?
Thievery 101: Joining the Watchers would be especially appropriate for this situation. There's also a follow-up adventure Thievery 101: The Periapt of Famidon.
| dodo |
- I'd either drop Drakthar's way or make something different out of it, concentrating more on the mystery and investigation factor than the dungeon romp (my players tend to get bored by too many dungeons). Has anyone replaced this adventure or used it in a different way than it is intended? I do like the goblins and Drakthar himself but can't figure out how to reshape the adventure appropriately.
Actually I think you're better off moving Flood Season to lairs/hideouts around Cauldron. Drakthar's Way is pretty dependent on there being a "way", but the encounters in the Kopru ruins could easily be in a number of locations in the town itself. It's also kind of a crappy hideout for a bunch of thieves-- only one way out, and only 4 people at a time in that way, so there's no chance of a bolthole. It's humid and smelly, and half the place is taken up by the walking dead or giant spiders. If I were an Alleybasher, I'd have taken one look at the place and asked to go back to the streets. This was someone else's suggestion, though I don't remember who's.
- why are plot-relevant places printed on the poster map? I can't show it to my players when it says "lava tube entrance" on there - they'll check this out for sure. Was that intended???
Yeah, the whole "Cauldron after the eruption" side of it kept me from using it. In passing it around and marking it and such, the players would see the other side and get that huge plot point, so it stays in the book until the volcano erupts. I still have the one that came with the magazine, and it's now covered with post-its pointing to various places of interest.
- our rogue wants to become a member of the last laugh. Has anyone in your groups done sth. similar? How did you solve it? What initiation tests did he/she have to do in order to become a member - what were his duties? Is there a fitting PrC?
My rogue did too. This is really up to what happens in your campaign. Remember the lowest members (mimes) are they eyes and ears of the guild, so I had the LL tell our rogue to report anything the rest of the party does. Then Terseon Skellerang got away clean, but left his library full of books in Flood Season, so he contracted with the LL to get them back, and the LL asked the party rogue to steal them. He wouldn't, but he was willing to tell them when everyone would be out so the LL could burgle the party's rooms. If that comes out, the party won't be happy with him. Basically, joining the LL is going to put him in opposition to the party, so it's important to give him the chance of many small betrayals and eventually hit him with a big one where he has to choose between the LL and the party. The see what happens.
| Talon |
Wow, thanks everyone!
Talon wrote:- Im not planning to play the last two modules, instead stopping after thirteen cages. Are there any problems with that or things to handle differently?If you do this, there isn't really any reason to play "Test of the Smoking Eye." And as long as your PCs aren't hoping to reach 20th level... should be no problems.
hm, thats too bad cause it's one of my favourite modules from the path. Maybe I can find some other reason to toss it in. Suggestions anyone? Of course passing the test could be a prerequisite for being able to destroy the tree of souls.
Talon wrote:our rogue wants to become a member of the last laugh.Talon wrote:Is there a fitting PrC?Well, Nightsong Infiltrator & Nightsong Enforcer from Complete Adventurer are excellent thieve's guild PrC's.
Will have to check those out, thanks!
| Talon |
Actually I think you're better off moving Flood Season to lairs/hideouts around Cauldron. Drakthar's Way is pretty dependent on there being a "way", but the encounters in the Kopru ruins could easily be in a number of locations in the town itself. It's also kind of a crappy hideout for a bunch of thieves-- only one way out, and only 4 people at a time in that way, so there's no chance of a bolthole. It's humid and smelly, and half the place is taken up by the walking dead or giant spiders. If I were an Alleybasher, I'd have taken one look at the place and asked to go back to the streets. This was someone else's suggestion, though I don't remember who's.
I won't change the kopru dungeon cause I like it quite much but I will probably change the location of its entrance, as indicated by James.
My rogue did too. This is really up to what happens in your campaign...
Thanks for your suggestions about slowly turning the PC against his companions. I will try to do it this way.
Any suggestions for good side treks for this adventures, preferably in the low levels? Don't have many dungeons but can get ahold of many more.
thanks - these boards are great!
| walter mcwilliams |
- our rogue wants to become a member of the last laugh. Has anyone in your groups done sth. similar? How did you solve it? What initiation tests did he/she have to do in order to become a member - what were his duties? Is there a fitting PrC?
Well, I was hoping my rogue would do this but she chose a different path. My plan was to have the last laugh use her as a spy on the PC's with out her knowledge. It would have been a great chance to introduce espionage and counter espionage into the campaign. In the end when my PC rogue started a security business in Cauldron instead of having the last laugh whip her out, I had them infiltrate it. Her best employee is Jill!
- what dungeon adventures would fit for a good side trek that leads into the jungle? I read something about Elephant's graveyard but I can't get a hold of that one.
Rana Mor from issue 101. This is a great adventure!
THANKS!
| Gericko |
The idea of a thief starting a security business is a great one. I may hint at this with the rogue in my party. We're starting Shackled this weekend. My thinking is that the more and sooner they become invested in the city, the more the plot lines and hooks will work to create great storylines.
I also like the idea of having a party member or two try to infiltrate the Last Laugh. This sets up the possibility of the party spying on the LL while the LL spies upon the party. Add to that the subterfuge by the High Mayor that mostly begins in Chap 4 and the party should be at least partially driving the action by that time.
I'm also working on some side scenes for whichever inn they decide to stay in (or apartment, etc.). This will become home for them and the NPCs that frequent this location or also stay there, etc. should become the inner circle of their contacts, friends, and people that they care about. Add to that their contacts at the various temples and we have a good start making the city a "home."
Has anyone invented some interesting NPCs for any of the taverns? More NPCs for the churches?
| walter mcwilliams |
The idea of a thief starting a security business is a great one. I may hint at this with the rogue in my party. We're starting Shackled this weekend. My thinking is that the more and sooner they become invested in the city, the more the plot lines and hooks will work to create great storylines.
I also like the idea of having a party member or two try to infiltrate the Last Laugh. This sets up the possibility of the party spying on the LL while the LL spies upon the party. Add to that the subterfuge by the High Mayor that mostly begins in Chap 4 and the party should be at least partially driving the action by that time.
I'm also working on some side scenes for whichever inn they decide to stay in (or apartment, etc.). This will become home for them and the NPCs that frequent this location or also stay there, etc. should become the inner circle of their contacts, friends, and people that they care about. Add to that their contacts at the various temples and we have a good start making the city a "home."
Has anyone invented some interesting NPCs for any of the taverns? More NPCs for the churches?
I had my party develop the name for the inn that the frequent. They came up witht the Wayward Badger. I fully developed the owners. Last night at the beginning of Soul Pillars the party was celebrating the owner's wifes birthday when the assassins struck. I had the inn almost forced to close by the heavy taxes, close early due to the kidnappings, etc. I use it to reflect the general atmosphere in Cauldron. For example - last night the wife of the owner (zelda) told the 1/2 orc PC - I wish all 1/2 orcs were like you. The others are so mean." This really helps get the PC's in the same mode as the common man in the city.