| DMFTodd |
So my players, of course, wiped out the mold before anyone became infected. It doesn't sound likely any of them will need Zoraster to heal them, so anybody have ideas for other ways they can become moldspeaker? Seems too important to leave out of the adventure but I don't want to fudge die rolls to get it in.
One though is that Zoraster is going to setup his lab down there. Perhaps the party will buy a potion or two from Z and that might infect them?
| Lord Pel |
So my players, of course, wiped out the mold before anyone became infected. It doesn't sound likely any of them will need Zoraster to heal them, so anybody have ideas for other ways they can become moldspeaker? Seems too important to leave out of the adventure but I don't want to fudge die rolls to get it in.
One though is that Zoraster is going to setup his lab down there. Perhaps the party will buy a potion or two from Z and that might infect them?
How's this:
One idea could be that a small piece of slime survived in the pipes of the lab and at some point in the night it works its way up into where the pc's have their bivouac and tries to infect the closest PC to the door.
| Trench |
Another option is that maybe there's some mold on Tempest itself, and it's transferred into the tree above it, thereby contaminating the grier that will attack on day 4. It'll be a lot easier to hit with a mold-covered giant vulture than the meager grapple checks of the slime molds.
For our campaign, I was planning on throwing slime mold after mold at the party until one of them finally succumbed. But I got lucky and grappled our knight within the first couple rounds.
| Lord Pel |
What I did was:
As written, there is a door leading down into the cellars that requires a strength check. Behind the door is a mass of mold that a Knowledge(nature) check reveals that it does not look 'natural'. This is in the text so no worries there.
What I did was to have a spore cloud get kicked up when the pcs opened the door. The player opening the door and anyone assisting them has to make a will save or become infected.
In my game, the player assisting botched their will save. *boom* Infected.
| Lord Pel |
Another option is that maybe there's some mold on Tempest itself, and it's transferred into the tree above it, thereby contaminating the grier that will attack on day 4. It'll be a lot easier to hit with a mold-covered giant vulture than the meager grapple checks of the slime molds.
For our campaign, I was planning on throwing slime mold after mold at the party until one of them finally succumbed. But I got lucky and grappled our knight within the first couple rounds.
I got to thinking about this, and I have to point out a problem:
Vardishal's consciousness was not slime-riding when Tempest was buried so there is no way for the slime to get there. Unless it crawled there itself.
| Trench |
** spoiler omitted **
heh. Precisely what I was thinking. Some more animated and it crawled all the way over there.
Little far-fetched? Maybe. But hey, we already have animated molds holding dead consciousnesses.
It strikes me that this could also be a way to transmit the moldspeaker's powers if the original one dies (like that poor one who lost the sword int he House of the Beast a few posts ago...). The next person who had the closest contact with the original gets infected and their weapon turns crusty and moldy as well. The power isn't in the sword, but in Vardishal inhabiting it.
| Lord Pel |
heh. Precisely what I was thinking. Some more animated and it crawled all the way over there.Little far-fetched? Maybe. But hey, we already have animated molds holding dead consciousnesses.
It strikes me that this could also be a way to transmit the moldspeaker's powers if the original one dies (like that poor one who lost the sword int he House of the Beast a few posts ago...). The next person who had the closest contact with the original gets infected and their weapon turns crusty and moldy as well. The power isn't in the sword, but in Vardishal inhabiting it.
That gets into a little bit of a sticky wicket story wise. Tempest is really designed to stay static throughout the arc, just gaining power over time.
In fact, I am half-thinking about making all the weapons of the templar weapons increase in power over the arc. It would help prevent other players from complaining that the one player got the kewl stuff.
I just need to make sure I adjust the final BBEG to compensate for power balance.
| Ryzoken |
Well, Tempest as written is a single species of weapon, yes, that grows in power over time, but I can't see why an intrepid GM can't expand Tempest beyond what's written.
Heck, I made the moldspeaker transmittable (though, my players will soon find out that it's a temporary infection. Not enough mold spores got transmitted *that* way!) so as to clue in my party about the critical story arc point at the end of HotB.
That said, I'm also one for actions having consequences, so losing the moldspeaker has a very real, major consequence: after HotB, no more influence from Vardishal for my players. The moldspeaker is a symbiotic relationship. If the host dies, so does the symbiont.
| DMFTodd |
On to House of the Beast and still no moldspeaker. My next attempt:
| Ryzoken |
In my reading of LoF, there is precisely one occasion where it is CRITICAL to have a moldspeaker and one where it's simply very useful.
CRITICAL: House of the Beast, where the party finally gets hold of the Scroll. You need a device by which to identify the Scroll as being a mission critical dingus that needs investigation and eventual activation. The Moldspeaker nudge is one of the best ways of giving your players the hint that the Scroll isn't simply a spell scroll. There are certainly other ways of doing it, but you need a way to drive their interest in investigating the Scroll beyond a simple "Your attempt at identifying the scroll instead made it change from a rune scroll to a map scroll."
very useful: After the party gets out of Bayt Al-Bazaan, it's nice to have someone to give a GM nudge to as far as contacting Nefeshti. Considering every other contact the PC's know is in captivity, getting them from "Holy crap, we're back" to "We need to find allies, how about that legendary genie chick, what was her name?" takes can be difficult. I'm still contemplating how I'm going to string those particular threads together. It'll ultimately end up going the Sending out of the blue hook, but I hate it so because it feels disjointed and contrived. Maybe I'll use the criminal syndicate one of the PC's started up... could work...
| Erevis Cale |
Frankly, you should have just made it that when Mold attacked (and hit) someone that Vardishal's essence transfered. DC 18 isn't too reliable. I was lucky that my player failed the save, but even if he didn't, I'd just say it was successful. It's too big a deal to leave it to chance and DMs do have to fudge rolls, precicesly because things like this.
And the Moldspeaker has already missed the chance to spend a year examining Tempest and thus unlocking its powers...
You should have done it waaaaay earlier. The more you delay, the more you are reducing its significance, which is a shame, really, it's such a cool weapon.