The Moldspeaker's Death?


Legacy of Fire


Question about the moldspeaker:

Spoiler:
I just finished my second read of the AP and I began thinking of my groups past tendencies and how they may handle different aspects of the encounters. I began fearing for the orderly execution of the battle market encounter since one of my players is a chronic "kill it all instantly" type who claims its part of his roleplay...but that's not what this question is about. In regards to the Moldspeaker, usually when I had some legacy type event happen to a player that I planned on manifesting to its fullest in a much more climatic part of the campaign, they tend to overdue things or die somewhere along the way. If the moldspeaker were to die, should I have the mold on their arm attempt to jump to the first person that tries to handle the body or does the spirit of Vardishal die with the death of it's host? Also, if I should have the mold pass on to a new player, would Tempest also re-manifest itself into the new host's preferred weapon?

Oh, and, smurf.

RPG Superstar 2011 Top 32

DeathCon 00 wrote:

Question about the moldspeaker:

Spoiler:
I just finished my second read of the AP and I began thinking of my groups past tendencies and how they may handle different aspects of the encounters. I began fearing for the orderly execution of the battle market encounter since one of my players is a chronic "kill it all instantly" type who claims its part of his roleplay...but that's not what this question is about. In regards to the Moldspeaker, usually when I had some legacy type event happen to a player that I planned on manifesting to its fullest in a much more climatic part of the campaign, they tend to overdue things or die somewhere along the way. If the moldspeaker were to die, should I have the mold on their arm attempt to jump to the first person that tries to handle the body or does the spirit of Vardishal die with the death of it's host? Also, if I should have the mold pass on to a new player, would Tempest also re-manifest itself into the new host's preferred weapon?

Oh, and, smurf.

Here's my take ...

Spoiler:
I get the strong feeling that the moldspeaker is going to be important thru the AP, so I'd allow the fact that he's undying to aid the "dead" PC, and just as the party is mourning his death, have him jerk and suddenly start breathing again, returned from the dead by the wishcraft that has kept Vardishal around for all these years. If that doesn't work for you, then I'd have the mold/spirit try to jump to the closest PC. But the weapon I'd leave as it was, locked to the first person.


Gamer Girrl wrote:
DeathCon 00 wrote:

Question about the moldspeaker:

** spoiler omitted **

Oh, and, smurf.

Here's my take ...

** spoiler omitted **

That's what I plan on doing! Of course,

Spoiler:

the little patch of mold is now much more prominent, and there's a bit of mold on the left cheek as well. We can't have the player thinking the character is now "unkillable" and start being stupid. So I'll have a progressive series of negative consequences every time the wish reanimates the character...

Paizo Employee Creative Director

First of all... like ALL Pathfinder adventures, we do put in locations that punish players who try to run into the front door of a location and shriek "ALL OF YOU MUST DIE!" and then roll for initiative. We try to ease players into the mode of thinking that sometimes, a subtle approach is better, we try to mix up encounters that can be solved with logic, skill checks, combat, role playing, and such so that adventures don't fall into a rut.

That said...

Spoiler:
Adventure paths are stronger when most or all PCs who start the adventure make it through to the end of the campaign. When a player invests a lot into his character and ties him to the campaign with regional feats and all that, it's disruptive to have to replace that character. I'm not saying that you should fudge dice rolls to keep everyone alive, but I am saying that losing the moldspeaker is certainly disruptive, but not much more disruptive than losing ANY player, in theory.

The moldspeaker's role throughout the campaign is to give the GM a convenient source to guide the PCs and to give them hints on the backstory, while Tempest is us experimenting with a "Weapon of Legacy" style item that grows more powerful with a character. Neither of them is REQUIRED to "win" Legacy of Fire, and if no one becomes the moldspeaker (or if the moldspeaker dies) the adventures still work. They'll be a little harder in places, and the PCs might miss some of the back story now and then, but the adventure still works.

If you want to keep the moldspeaker in the group, though, I would certainly have the mold transfer between PCs, perhaps jumping to the first PC who touches the dead moldspeaker. A day or so after he does, he'll notice a patch of mold growing wherever he touched the dead PC and at that time will be the new moldspeaker.


James Jacobs wrote:
First of all... like ALL Pathfinder adventures, we do put in locations that punish players who try to run into the front door of a location and shriek "ALL OF YOU MUST DIE!" and then roll for initiative. We try to ease players into the mode of thinking that sometimes, a subtle approach is better, we try to mix up encounters that can be solved with logic, skill checks, combat, role playing, and such so that adventures don't fall into a rut.

Oh I completely agree. I wasn't complaining I was just a little apprehensive about that one particular player, especially since this game he plans on playing a character that has an overwhelming hatred of gnolls. I will drop hints to the other players that they should try to control him a bit. :P

James Jacobs wrote:

That said...

** spoiler omitted **

Spoiler:
If I do have it jump to a new player should Tempest also change or stay the way it is? I am not quite sure whether or not it is supposed to change forms or if the weapon conveniently being the players prefered weapon was in the module to give the Moldspeaker role a more proper sense of "destiny" or if it truly changes form depending on the host Valdishar chooses.
Paizo Employee Creative Director

About Tempest...

Spoiler:

The weapon's not one that should be changing to fit a player's chosen weapon. Rather, the GM should make Tempest into whatever weapon the most likely player to wield it will be. If things time out right that can be the same person who becomes the moldspeaker. The point is, the weapon itself should be one of the links that gets carried through the various adventures. If the PCs want to keep it, then it doesn't matter what KIND of weapon it is, but if it's a weapon no one can use, then chances are good it'll just get sold. If your game's not one where PCs sell magic items a lot, you don't have to worry about it as much.

That said, if you want to go ahead and give Tempest the ability to change shape into whatever weapon its wielder favors, that's fine too.


James Jacobs wrote:

About Tempest...

** spoiler omitted **

Alrighty then! Thank you, I appreciate the feedback :)

Liberty's Edge

Spoiler:
One suggestion for changing the weapon type of Tempest is to have the mold on the new Moldspeaker completely cover the old weapon type and over a certain length of time change the weapon to the preferred weapon type of the new Moldspeaker. It would strengthen the connection shown between the mold and Tempest itself to Vardishal.

Sczarni

oEmperorBob wrote:
** spoiler omitted **

another suggestion

Spoiler:
maybe Tempest changes only when the mold growingo n the character touches the weapon, so if a the mouldspeaker died, and someone else steps into their square, rolls a 1 and trips over the body, the mold starts growing at their ankle, it might take a few days for their ankle to touch the weapon...

To go a bit off topic (or maybe on topic, depending on your point of view):

Do not fudge dice for reckless characters. You really should not give them any indication that they're being shielded. If they lose a character, or a dozen characters, over this, it's a tragedy, but not something you should avoid.

If you want to be merciful, don't let them get away with it per se - but let the enemy take them captive.

Be sure to make it sure out of game that you won't pull your punches in those situations, and if someone insists that this is his style, patiently tell him that this means that his style will involve many different characters, and possibly periods of inaction until a good situation comes up for new characters to join.


KaeYoss wrote:

To go a bit off topic (or maybe on topic, depending on your point of view):

Do not fudge dice for reckless characters. You really should not give them any indication that they're being shielded. If they lose a character, or a dozen characters, over this, it's a tragedy, but not something you should avoid.

If you want to be merciful, don't let them get away with it per se - but let the enemy take them captive.

Be sure to make it sure out of game that you won't pull your punches in those situations, and if someone insists that this is his style, patiently tell him that this means that his style will involve many different characters, and possibly periods of inaction until a good situation comes up for new characters to join.

Spoiler:
I have no intention of fudging rolls to shield platyers. I always play the game as the dice roll, I am nice enough to let players use the wide range of skills and saves they have at their disposal to get out of situations rather than have it simply be 'Save or Die'. For example when one of my Fighters was trying to navigate the rafters in the Chapel, the rafter broke and I let him first make a Reflex save to grab onto the solid part of the rafter and attempt to pull himself up, failing that I let him make a DC 15 acrobatics skills check to try to lessen the damage from a 20 foot drop from 2d6 to 1d6, which he made. It's not neccessarily in the rules but I think it makes sense realistically (I have fallen off a 20 ft ladder with a 10'x6' sheet of plywood and I landed on my feet, with only a twinge in my knee, plywood in hand.) Otherwise it would be, rafters break and you take 2d6 damage. Oh well. But yeah, I would never fudge those rolls, I just houserule the use of save/skill combination to accomplish some things that makes sense.

Pathfinder Roleplaying Game Superscriber

In my campaign:

Spoiler:
the infected character carried an Elven Curve Blade. So Tempest was an Elven Curve Blade.

Kardswann killed the Moldspeaker with a critical hit in the climactic battle. I don't want to bring back that character from the dead. The player has a shiny new character he likes a lot.

So, if the mold somehow transfers to a new character (someone who visited the old Moldspeaker's grave?), I'm stuck with Tempest as an Elven Curve Blade, a weapon not many people use.

I'm hesitant to just have Tempest change to a longsword or greatsword, because it's supposed to be a legendary weapon. But the PC's seem intent on selling it off (it's just an Elven Curve Blade +1 to them now).

I'd like there to be a Moldspeaker, but I'm not sure its worth the hand-waving necessary.


In my game...

Spoiler!:

Riffing off some ideas I had seen posted somewhere in the LoF forums, I had decided that the Moldspeaker can't really bleed out -- if she's about to die due to a lack of stablizing, Vardishal can stablize her and sloooowly regenerate her back to consciousness, but each time he does so (so far just once) one of her physical features (e.g. eyes) permanently changes to match Vardishal's in appearance instead of her own.

The player is scared of what's happening there and is now paranoid about being put in that situation, which works for me.

Beyond that, though? If she takes the odd greataxe crit or what have you? We'll roll without a moldspeaker. I think it has some cool bits in the story if you have one but it's really not a must-have and doesn't necessitate odd plot convolutions or handwaving to make it happen.

Community / Forums / Pathfinder / Pathfinder Adventure Path / Legacy of Fire / The Moldspeaker's Death? All Messageboards

Want to post a reply? Sign in.
Recent threads in Legacy of Fire