| Demiurge 1138 RPG Superstar 2013 Top 8 |
My Rise of the Runelords game is going along nicely enough, with the party just clearing out the Catacombs of Wrath last session (it's quite pleasant running an entire dungeon in a single session - I shouldn't get used to it). But now, there's talk of the party arcanist, a Shoanti war-mystic (wu-jen/warmage) moving in. It has clean water! A floating room! And everyone seems to think it's a pretty good idea. It'd give them a permanent base in Sandpoint, after all. They'd pay Ameiko for the property, and make sure the workers at the refurbished Glassworks knew what was going on when they came out and went in.
But, of course, there's lots of talk of the Catacombs being returned to in Sins of the Saviors. Hints that the Scribbler's restless spirit will manifest.
What should I do? Should I foreshadow that the Catacombs are a Bad Place? Or should I let them have it? And I should assume that the dungeon opens up more at some point when they're not at home, right?
| That Dave Guy |
My Rise of the Runelords game is going along nicely enough, with the party just clearing out the Catacombs of Wrath last session (it's quite pleasant running an entire dungeon in a single session - I shouldn't get used to it). But now, there's talk of the party arcanist, a Shoanti war-mystic (wu-jen/warmage) moving in. It has clean water! A floating room! And everyone seems to think it's a pretty good idea. It'd give them a permanent base in Sandpoint, after all. They'd pay Ameiko for the property, and make sure the workers at the refurbished Glassworks knew what was going on when they came out and went in.
But, of course, there's lots of talk of the Catacombs being returned to in Sins of the Saviors. Hints that the Scribbler's restless spirit will manifest.
What should I do? Should I foreshadow that the Catacombs are a Bad Place? Or should I let them have it? And I should assume that the dungeon opens up more at some point when they're not at home, right?
I am assuming that the PC's won't be able to open the rest of the complex until they find something specific. I would let them move in.
But if anybody tries to sleep in the Scribbler's levitation room I would give them vicious terrible nightmares.| Jeremy Mac Donald |
I'd let them move in. There is a small chance that you'll have to modify something when the adventure in question comes out to explain how it is that whatever is going to go off still does. But think of the possibilities of having bad things come out of the walls while their all snoring the night away. That could be a real fun start to the adventure with the PCs running around in their underwear.
James Jacobs
Creative Director
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HA! Awesome! Let them move in!
There's going to be a lot more places that the PCs will be able to claim as headquarters as the campaign progresses, so there's a pretty good chance that your PCs will move out of the catacombs before "Sins of the Saviors" starts anyway, but even if they live in the catacombs for only half an adventure, they'll be that much more a part of your game so that when the time comes to return to the catacombs, it'll be all the better.
A preview of what's in store for the catacombs in Pathfinder 5:
Djoc
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Ha, I described the place as a bit too creepy for my players to want to live in there. But if they did, I would have Lamashtu's presence influence them. Dreams (or more likely nightmares) and primal/violent urges among others. And, of course, monster babies if they were to bring in their lovers in there ;)