Timeline advice for Wake of the Watcher [Spoiler]


Carrion Crown

Liberty's Edge

I have a party that just started Wake of the Watcher. Everything was going great. They were hot on the trail of the Dark Riders and the tension was high.

Spoiler:
They get to Thrushmoor and learn the Riders has left town
and decide to hunker down and craft items for 14 days. They already have a lot of powerful gear.

I have a calendar of the events for the game that lay out when things happen (with some reasonable variation for play of course). But 14 days behind? The Whispering Tyrant is awakened in 4 days now!

So what possible excuse can we come up with that the Dark Rider has been laying around shirking his duties for two entire weeks?

Or should I just assume the PCs absolutely failed miserably here and let them find everything ruined and push them on to Ashes at Dawn?


Shae Praem wrote:
So what possible excuse can we come up with that the Dark Rider has been laying around shirking his duties for two entire weeks?

The fact that he's captive and being tortured? He can't deliver anything if he's strapped to a steel slab being slowly picked apart by mi-go.

There's no set timeline other than the one you wrote for your campaign. Logic dictates Adivion would want to collect all the items and finish the carrion crown as fast as possible but he can't. Not until and unless he gets the Raven's Head or a replacement. The way the adventure is written he won't get the Raven's Head so he has to go through all the work of finding a replacement item. That eats time off of any schedule you or he assumes.

I say let them craft. Nothing would have changed much from the adventure as written. The Whispering Tyrant cannot be raised 4 days from now anyway because the carrion crown is incomplete and the vessel is unprepared.


My group stopped and crafted also, so I figured the WW had 2 more weeks to prep for them. So some of the encounters I made way more difficult. Since there slowness was to their disadvantage they got no extra experience in those encounters.

If they are sitting in one place for 2 weeks have the WW hire a tough group from the Rival guide and hit them, if they still don't get moving do it again with a tougher group.

Roy


Yeah...the crafting comes in the way of Carrion Crown quite often. In Between Moduls tehre isnt really THAT much time for the players to settle down and craft (with exception 1->2). I think allowing some time for the players to USE their charachter skills to craft is more benifical in regards of Rollplay then tring to stick to the tiemline.
For me...I try to give my players a good time and that means giving them some time to develop their skills and use them.


Well...

Players keep out!:
The real catastrophe that threatens here isn't Tar-Baphon being unsealed; it's Shub-Niggurath becoming manifest upon Golarian. The Black Goat would spell the end of the pretty much every nation near Avalon Bay, and beyond.

If you're putting off the Black Goat because the Mi-go haven't figured out what they're doing yet, then putting off Count Galdana's kidnapping isn't a big deal.

Just don't have Count Galdana arrive in Caliphas until the PCs get there.

Liberty's Edge

One option I had considered was letting another adventuring party finish the last part of Wake of the Watcher.

I introduced another party as potential allies and sources of NPCs should I ever need them for later. So I have considered running most of the adventure as written but when they get to the last parts it is already done and there is one survivor who has been barely hanging on for two weeks.

The reason I want to use a timeline is to create a sense of urgency. The Whispering Way is not a bunch of beginners out for a sunday conspiracy. They mean to release the Whispering Tyrant and bring about the demise of life as we know it.

Then for Wake of the Watcher, yeah releasing an elder god onto Golarion is going to alter things a bit in the not so good way.

I suppose I could eliminate the sense of urgency and use the Dark Rider captured and tortured for two weeks bit.

ok rant time :)

I so seriously hate item crafting. It introduces an needless sense of wasteful consumerism and lack of respect for magic into the game. Sure its fantasy, but in real life items such as masterwork swords were rare and passed down through the generations. You didn't go to Swords-R-Us to get a wonderful masterwork sword of the week. I want to play a game of high adventure and thrilling excitement... not merchants and ledgers. UGGGGGGGGGGGGG

hehe rant over :)


Pathfinder Roleplaying Game Charter Superscriber
Mathactis Saber wrote:

ok rant time :)

I so seriously hate item crafting. It introduces an needless sense of wasteful consumerism and lack of respect for magic into the game. Sure its fantasy, but in real life items such as masterwork swords were rare and passed down through the generations. You didn't go to Swords-R-Us to get a wonderful masterwork sword of the week. I want to play a game of high adventure and thrilling excitement... not merchants and ledgers. UGGGGGGGGGGGGG

hehe rant over :)

Item Crafting is one of those areas that a GM should think about seriously PRIOR to starting a campaign.

With regard to CC, I really think you should just remove it as PC option.

In general, I think removing Item Crafting as a PC, almost always leads to a more interesting gameplay.

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