Perlivash & Tyg-Titter-Tut


Kingmaker


Spoiler:
What do you do if none of the PCs are trained in knowledge (nature)? Do the pranks just go on indefinitely? Are the PCs unable to befriend the pair without it?

Jon Brazer Enterprises

Spoiler:
I'd have them get caught. Sooner or later the pair would get careless and one should be caught visible. From there its all in the way the PCs handle it. If they're mean, no befriending for them. If they're nice, they're friends.


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Pathfinder Maps, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

Spoiler:
It doesn't have to be dependent just on Nature rolls.

My players realized that pranks were being played, and a couple of the PCs started "playing along" with the pranks. I also kept track of who had good reactions to being pranked, and who came across as a bad sport. When it seemed appropriate, I had Perlivash and Tyg each choose a different PC who had most impressed them, and talk to them alone (during watch shifts at night) to invite them to help set up still more pranks on the bad-sport PCs.

My PCs then managed to convince Perl and Tyg to let the whole group set up one big massive prank against someone else. The PCs suggested the Thorn River Camp as good candidates, since they knew the bandits would be there in the near future but they hadn't gone to clean it out yet. Perl and Tyg jumped on the opportunity, and mentioned a beekeeper whose bees would make for a really funny prank. And ultimately, I was able to use this as a setup for Tenzekil losing his bees, caused by the PCs' actions, preliminary to running a modified "Realm of the Fellnight Queen" in my campaign at a later point.

Silver Crusade

Spoiler:
why are we spoilering all this? :)

This was a classic encounter for my PC's. They eventually befriended the two after some fun pranks (lacing the feed of the Cavalier's mount with mushrooms that caused uncontrollable flatulence was a particular highlight). They got confused after the players asked them to "pinky promise" to stop playing the pranks because Pervilash by his own admission "has a blue one."

Fun times.

Jon Brazer Enterprises

Spoiler:
Because.

Sovereign Court

Spoiler:

Explosive Runes

It had to be done.


Spoiler:
It did. In fact, I was just about to!


Spoiler:
Huh?

My guys got pranked, but just kept moving along, moving along...
Eventually Perl & Tyg got bored & stopped playing because they were
too far from home.
The PCs haven't been back in that region since, so've missed out on
that interaction.
Strangely, the Druid suspected Fey, but didn't do anything about it...sigh...
Also - he has supremely high perception, but failed his roll to spot the nest,
one of the few times he hasn't spotted what needed to be spotted!


Spoiler:
My players actually thought the other PCs were pulling the pranks on them...which led to a complicated situation of escalation as the players pranked other players. When the wizard figured out that fey had caused the problem, he felt offended and has since encouraged poor relations with untrustworthy fey.

Like the above, the Druid missed his rolls to figure out what was going on.


What happens if the PCs spot the nest?

Grand Lodge

Deleon wrote:
What happens if the PCs spot the nest?

what do you want to happen? It doesn't mean they can get to it. You can make it inaccessible. It also doesn't mean that they perceive either of them.


Yes, I feel like the whole Perlivash/Tyg-Titter thing is very difficult to handle in the game.


They could leave a note, wait until either of the fey return, cut down the tree, set it on fire, leave a present, ...

Maybe it's not a mundane nest, but they rather perceive the fey version of a dangling rope like for a rope trick.

The thing is, that this encounter is no straightforward event, but involves lot of interaction on a roleplaying basis between the PCs and the little buggers. Not every group and GM feels comfortable with this. If you feel, that it doesn't suit your or your group's style of play/expectations, I would skip it or modify it in such a way, that you play some pranks but get bored and leave the trail of the PCs and pursue some other fey-business.

I'm really sorry, my PCs got to the cause behind the pranks so fast that I couldn't play all the pranks floating around these message boards on them.
They quickly befriended them (although my no-nonsense, xenophobic cleric of Torag was loathe to do so) and moved onwards.
After that, they haven't visited the hex again and I was unable to link KM with Neil's RotFQ.
Hm, maybe I can twist around Dudemaster's additions to serve that purpose...

Back to the drawing board!

Ruyan.

Grand Lodge

RuyanVe wrote:

They could leave a note, wait until either of the fey return, cut down the tree, set it on fire, leave a present, ...

Maybe it's not a mundane nest, but they rather perceive the fey version of a dangling rope like for a rope trick.

The thing is, that this encounter is no straightforward event, but involves lot of interaction on a roleplaying basis between the PCs and the little buggers. Not every group and GM feels comfortable with this. If you feel, that it doesn't suit your or your group's style of play/expectations, I would skip it or modify it in such a way, that you play some pranks but get bored and leave the trail of the PCs and pursue some other fey-business.

I'm really sorry, my PCs got to the cause behind the pranks so fast that I couldn't play all the pranks floating around these message boards on them.
They quickly befriended them (although my no-nonsense, xenophobic cleric of Torag was loathe to do so) and moved onwards.
After that, they haven't visited the hex again and I was unable to link KM with Neil's RotFQ.
Hm, maybe I can twist around Dudemaster's additions to serve that purpose...

Back to the drawing board!:)

Ruyan.


After that encounter the mostly LE party made a new flag consisting off two dead crossed fey across a pile of dead fey

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